basically as long as an DirectX 12 capable device is present it will always accept even if the highest supported shader model is 5.1.
Sadly there are a lot of older Nvidia and Intel GPUs out there where this is the case exactly and instead of printing an error messages in these cases the engine will simply crash later on.
Steps to reproduce
Run Godot with --rendering-driver d3d12 with an old GPU installed (e.g. Intel HD 4000/ Nvidia GTX 620)
Tested versions
Still present in current master.
System information
Windows DirectX
Issue description
The loop implemented in rendering_device_driver_d3d12.cpp:6394
does not match the official documentation in https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_feature_data_shader_model
basically as long as an DirectX 12 capable device is present it will always accept even if the highest supported shader model is 5.1. Sadly there are a lot of older Nvidia and Intel GPUs out there where this is the case exactly and instead of printing an error messages in these cases the engine will simply crash later on.
Steps to reproduce
Run Godot with --rendering-driver d3d12 with an old GPU installed (e.g. Intel HD 4000/ Nvidia GTX 620)
Minimal reproduction project (MRP)
None needed