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Looking at the code Godot currently creates the swapchain via:
res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
which returns DXGI_ERROR_INVALID_CALL and Godot then falls back to DXGI_ALPHA_MODE_IGNORE. Switching to DXGI_ALPHA_MODE_UNSPECIFIED successfully creates the swapchain but the background is still black.
It seems that godot is incorrectly creating the swapchain for transparency when using DX12. Accodring to DX12 validation layer output:
Tested versions
4.3
System information
Windows 11
Issue description
Looking at the code Godot currently creates the swapchain via:
which returns
DXGI_ERROR_INVALID_CALL
and Godot then falls back toDXGI_ALPHA_MODE_IGNORE
. Switching toDXGI_ALPHA_MODE_UNSPECIFIED
successfully creates the swapchain but the background is still black.It seems that godot is incorrectly creating the swapchain for transparency when using DX12. Accodring to DX12 validation layer output:
Steps to reproduce
Minimal reproduction project (MRP)
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