mirror of https://github.com/encounter/SDL.git
Fixed Windows RT build
This commit is contained in:
parent
a71489221b
commit
b2e76d860f
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@ -20,6 +20,7 @@
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*/
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#include "../../SDL_internal.h"
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#include "SDL_main.h"
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#include "SDL_system.h"
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#include "SDL_winrtapp_direct3d.h"
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#include "SDL_winrtapp_xaml.h"
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@ -25,7 +25,7 @@
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#include "SDL_simd.h"
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#endif
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#if defined(__WIN32__)
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#if defined(__WIN32__) || defined(__WINRT__)
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#include "../core/windows/SDL_windows.h"
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#endif
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#if defined(__OS2__)
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@ -1188,7 +1188,7 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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const SDL_PixelFormat *fmt;
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SDL_bool needAlpha;
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SDL_bool direct_update;
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Uint32 i;
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int i;
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Uint32 format;
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SDL_Texture *texture;
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@ -1219,7 +1219,7 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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}
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format = renderer->info.texture_formats[0];
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for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
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if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
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SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
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format = renderer->info.texture_formats[i];
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@ -791,7 +791,7 @@ D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
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const size_t vertslen = count * sizeof (Vertex);
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Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -815,7 +815,7 @@ D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FR
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const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
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const size_t vertslen = count * sizeof (Vertex) * 4;
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Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -1559,7 +1559,7 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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const float g = (float)(cmd->data.draw.g / 255.0f);
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const float b = (float)(cmd->data.draw.b / 255.0f);
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const float a = (float)(cmd->data.draw.a / 255.0f);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -1591,7 +1591,7 @@ D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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const float g = (float)(cmd->data.draw.g / 255.0f);
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const float b = (float)(cmd->data.draw.b / 255.0f);
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const float a = (float)(cmd->data.draw.a / 255.0f);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -805,7 +805,7 @@ static int
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GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -824,7 +824,7 @@ static int
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GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -533,7 +533,7 @@ static int
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GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -552,7 +552,7 @@ static int
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GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -766,7 +766,7 @@ static int
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GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -785,7 +785,7 @@ static int
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GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -444,7 +444,7 @@ static int
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PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertV), 4, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -465,7 +465,7 @@ static int
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PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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VertV *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -190,7 +190,7 @@ static int
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SW_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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SDL_Point *verts = (SDL_Point *) SDL_AllocateRenderVertices(renderer, count * sizeof (SDL_Point), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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SW_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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SDL_Rect *verts = (SDL_Rect *) SDL_AllocateRenderVertices(renderer, count * sizeof (SDL_Rect), 0, &cmd->data.draw.first);
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size_t i;
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int i;
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if (!verts) {
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return -1;
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@ -29,6 +29,7 @@
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#include "../SDL_thread_c.h"
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#include "../SDL_systhread.h"
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#include "SDL_systhread_c.h"
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#include "../../core/windows/SDL_windows.h"
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#ifndef SDL_PASSED_BEGINTHREAD_ENDTHREAD
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/* We'll use the C library from this DLL */
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@ -28,6 +28,13 @@
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#include "SDL_thread.h"
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#include "../SDL_thread_c.h"
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#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
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#define TLS_OUT_OF_INDEXES FLS_OUT_OF_INDEXES
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#define TlsAlloc() FlsAlloc(NULL)
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#define TlsSetValue FlsSetValue
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#define TlsGetValue FlsGetValue
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#endif
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static DWORD thread_local_storage = TLS_OUT_OF_INDEXES;
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static SDL_bool generic_local_storage = SDL_FALSE;
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@ -321,7 +321,7 @@ SDL_LoadBMP_RW(SDL_RWops * src, int freesrc)
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SDL_assert(biBitCount <= 8);
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if (biClrUsed == 0) {
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biClrUsed = 1 << biBitCount;
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} else if (biClrUsed > (1 << biBitCount)) {
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} else if (biClrUsed > (Uint32)(1 << biBitCount)) {
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SDL_SetError("BMP file has an invalid number of colors");
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was_error = SDL_TRUE;
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goto done;
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was_error = SDL_TRUE;
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goto done;
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}
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if (biBitCount == 8 && palette && biClrUsed < (1 << biBitCount)) {
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if (biBitCount == 8 && palette && biClrUsed < (Uint32)(1 << biBitCount)) {
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for (i = 0; i < surface->w; ++i) {
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if (bits[i] >= biClrUsed) {
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SDL_SetError("A BMP image contains a pixel with a color out of the palette");
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