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https://github.com/libsdl-org/SDL.git
synced 2025-09-29 14:38:29 +00:00
Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019
This commit is contained in:
@@ -265,7 +265,9 @@ static void WASAPI_DetectDevices(SDL_AudioDevice **default_output, SDL_AudioDevi
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{
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{
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int rc;
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int rc;
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// this blocks because it needs to finish before the audio subsystem inits
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// this blocks because it needs to finish before the audio subsystem inits
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mgmtthrtask_DetectDevicesData data = { default_output, default_capture };
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mgmtthrtask_DetectDevicesData data;
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data.default_output = default_output;
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data.default_capture = default_capture;
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WASAPI_ProxyToManagementThread(mgmtthrtask_DetectDevices, &data, &rc);
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WASAPI_ProxyToManagementThread(mgmtthrtask_DetectDevices, &data, &rc);
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}
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}
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@@ -187,11 +187,10 @@ int hid_winapi_descriptor_reconstruct_pp_data(void *preparsed_data, unsigned cha
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return -1;
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return -1;
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}
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}
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struct rd_buffer rpt_desc = {
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struct rd_buffer rpt_desc;
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.buf = buf,
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rpt_desc.buf = buf;
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.buf_size = buf_size,
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rpt_desc.buf_size = buf_size;
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.byte_idx = 0
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rpt_desc.byte_idx = 0;
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};
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// Set pointer to the first node of link_collection_nodes
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// Set pointer to the first node of link_collection_nodes
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phid_pp_link_collection_node link_collection_nodes = (phid_pp_link_collection_node)(((unsigned char*)&pp_data->caps[0]) + pp_data->FirstByteOfLinkCollectionArray);
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phid_pp_link_collection_node link_collection_nodes = (phid_pp_link_collection_node)(((unsigned char*)&pp_data->caps[0]) + pp_data->FirstByteOfLinkCollectionArray);
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@@ -2349,20 +2349,20 @@ static int D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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}
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}
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#if SDL_HAVE_YUV
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#if SDL_HAVE_YUV
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if (textureData->yuv) {
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if (textureData->yuv) {
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ID3D11ShaderResourceView *shaderResources[] = {
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ID3D11ShaderResourceView *shaderResources[3];
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textureData->mainTextureResourceView,
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textureData->mainTextureResourceViewU,
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shaderResources[0] = textureData->mainTextureResourceView;
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textureData->mainTextureResourceViewV
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shaderResources[1] = textureData->mainTextureResourceViewU;
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};
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shaderResources[2] = textureData->mainTextureResourceViewV;
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params,
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params,
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SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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} else if (textureData->nv12) {
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} else if (textureData->nv12) {
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ID3D11ShaderResourceView *shaderResources[] = {
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ID3D11ShaderResourceView *shaderResources[2];
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textureData->mainTextureResourceView,
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textureData->mainTextureResourceViewNV,
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shaderResources[0] = textureData->mainTextureResourceView;
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};
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shaderResources[1] = textureData->mainTextureResourceViewNV;
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params,
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params,
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SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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@@ -2701,11 +2701,11 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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}
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}
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#if SDL_HAVE_YUV
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#if SDL_HAVE_YUV
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if (textureData->yuv) {
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if (textureData->yuv) {
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D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
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D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3];
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textureData->mainTextureResourceView,
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textureData->mainTextureResourceViewU,
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shaderResources[0] = textureData->mainTextureResourceView;
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textureData->mainTextureResourceViewV
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shaderResources[1] = textureData->mainTextureResourceViewU;
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};
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shaderResources[2] = textureData->mainTextureResourceViewV;
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/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
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/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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@@ -2717,10 +2717,10 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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return D3D12_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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return D3D12_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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} else if (textureData->nv12) {
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} else if (textureData->nv12) {
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D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
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D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2];
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textureData->mainTextureResourceView,
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textureData->mainTextureResourceViewNV,
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shaderResources[0] = textureData->mainTextureResourceView;
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};
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shaderResources[1] = textureData->mainTextureResourceViewNV;
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/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
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/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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@@ -966,11 +966,11 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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if (IS_HIGH_SURROGATE(wParam)) {
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if (IS_HIGH_SURROGATE(wParam)) {
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data->high_surrogate = (WCHAR)wParam;
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data->high_surrogate = (WCHAR)wParam;
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} else {
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} else {
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WCHAR utf16[] = {
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WCHAR utf16[3];
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data->high_surrogate ? data->high_surrogate : (WCHAR)wParam,
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data->high_surrogate ? (WCHAR)wParam : L'\0',
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utf16[0] = data->high_surrogate ? data->high_surrogate : (WCHAR)wParam;
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L'\0'
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utf16[1] = data->high_surrogate ? (WCHAR)wParam : L'\0';
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};
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utf16[2] = L'\0';
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char utf8[5];
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char utf8[5];
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int result = WIN_WideCharToMultiByte(CP_UTF8, WC_ERR_INVALID_CHARS, utf16, -1, utf8, sizeof(utf8), NULL, NULL);
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int result = WIN_WideCharToMultiByte(CP_UTF8, WC_ERR_INVALID_CHARS, utf16, -1, utf8, sizeof(utf8), NULL, NULL);
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@@ -719,7 +719,11 @@ int WIN_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesI
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We can use (-1, -1, 0, 0) boundary to make sure no pixels are being blurred
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We can use (-1, -1, 0, 0) boundary to make sure no pixels are being blurred
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*/
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*/
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HRGN rgn = CreateRectRgn(-1, -1, 0, 0);
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HRGN rgn = CreateRectRgn(-1, -1, 0, 0);
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DWM_BLURBEHIND bb = {DWM_BB_ENABLE | DWM_BB_BLURREGION, TRUE, rgn, FALSE};
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DWM_BLURBEHIND bb;
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bb.flags = (DWM_BB_ENABLE | DWM_BB_BLURREGION);
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bb.enable = TRUE;
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bb.blur_region = rgn;
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bb.transition_on_maxed = FALSE;
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DwmEnableBlurBehindWindowFunc(hwnd, &bb);
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DwmEnableBlurBehindWindowFunc(hwnd, &bb);
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DeleteObject(rgn);
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DeleteObject(rgn);
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}
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}
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