mirror of https://github.com/encounter/SDL.git
merge fallout: Patched to compile, fixed some compiler warnings, etc.
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62494a2e27
commit
4659e73892
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@ -2858,6 +2858,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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}
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SDL_zero(r);
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SDL_RenderGetViewport(renderer, &r);
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real_dstrect.x = 0.0f;
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real_dstrect.y = 0.0f;
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@ -2956,6 +2957,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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real_dstrect = *dstrect;
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} else {
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SDL_Rect r;
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SDL_zero(r);
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SDL_RenderGetViewport(renderer, &r);
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real_dstrect.x = 0.0f;
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real_dstrect.y = 0.0f;
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@ -1306,7 +1306,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, first / sizeof (Vertex), count);
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} else {
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count, vertices, sizeof (Vertex));
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count, verts, sizeof (Vertex));
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}
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break;
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}
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@ -553,7 +553,7 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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mtltexdesc.height = (texture->h + 1) / 2;
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}
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if (yuv || nc12) {
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if (yuv || nv12) {
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mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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if (mtltexture_uv == nil) {
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#if !__has_feature(objc_arc)
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@ -1297,11 +1297,11 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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/* GL_LINE_LOOP takes care of the final segment */
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data->glDrawArrays(GL_LINE_LOOP, 0, count - 1);
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data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
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} else {
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data->glDrawArrays(GL_LINE_STRIP, 0, count);
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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/* We need to close the endpoint of the line */
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data->glDrawArrays(GL_POINTS, count - 1, 1);
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data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
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}
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}
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break;
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@ -1312,7 +1312,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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size_t offset = 0;
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if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
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for (i = 0; i < count; ++i, offset += 4) {
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data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
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data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
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}
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}
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break;
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@ -962,7 +962,6 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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UINT i;
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HDROP drop = (HDROP) wParam;
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SDL_bool isstack;
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UINT count = DragQueryFile(drop, 0xFFFFFFFF, NULL, 0);
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for (i = 0; i < count; ++i) {
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SDL_bool isstack;
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@ -113,7 +113,7 @@ WIN_CreateCursor(SDL_Surface * surface, int hot_x, int hot_y)
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bmh.bV4BlueMask = 0x000000FF;
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maskbitslen = ((surface->w + (pad - (surface->w % pad))) / 8) * surface->h;
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maskbits = SDL_small_alloc(Uint8,maskbitslen);
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maskbits = SDL_small_alloc(Uint8, maskbitslen, &isstack);
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if (maskbits == NULL) {
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SDL_OutOfMemory();
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return NULL;
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