Hey! I found another problem. I've been using this crate a lot recently, so I found some problems.
You may remember that I just submitted a PR two days ago to get d3d textures directly from the frame. This problem is relatively simple, so I'll make it short.
The problem lies in this judgment. One of my test devices is very old, so it does not support the D3D_FEATURE_LEVEL_11_1 level, only D3D_FEATURE_LEVEL_11_0, so I removed this judgment, at least for me It works well.
So, have you considered lowering this limit by one level? Because I'm not sure if there are other restrictions in this project, and whether a too low level will affect other places.
If you think this idea is feasible, I will create a new submission.
My current suggestions are:
if feature_level.0 < D3D_FEATURE_LEVEL_11_0.0 {
return Err(Error::FeatureLevelNotSatisfied);
}
I'm not sure if lower levels will work, I don't have older devices and OS versions.
Hey! I found another problem. I've been using this crate a lot recently, so I found some problems.
You may remember that I just submitted a PR two days ago to get d3d textures directly from the frame. This problem is relatively simple, so I'll make it short.
https://github.com/NiiightmareXD/windows-capture/blob/main/src/d3d11.rs#L86
The problem lies in this judgment. One of my test devices is very old, so it does not support the D3D_FEATURE_LEVEL_11_1 level, only D3D_FEATURE_LEVEL_11_0, so I removed this judgment, at least for me It works well.
So, have you considered lowering this limit by one level? Because I'm not sure if there are other restrictions in this project, and whether a too low level will affect other places.
If you think this idea is feasible, I will create a new submission.
My current suggestions are:
I'm not sure if lower levels will work, I don't have older devices and OS versions.