Fixed building SDL applications with Visual Studio and the clang toolset

Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
This commit is contained in:
Sam Lantinga 2017-08-19 03:07:44 -07:00
parent 319c4a52ce
commit e9ee7f6f0d
4 changed files with 11 additions and 3 deletions

View file

@ -761,6 +761,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
const char *error = (const char *)pErrorMsgs->lpVtbl->GetBufferPointer(pErrorMsgs);
SDL_SetError("Couldn't assemble shader: %s", error);
}
if (shader_data != NULL)
#else
const DWORD shader_data[] = {
0xffff0200, 0x05000051, 0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081,
@ -780,7 +781,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
0x80e40000, 0x0000ffff
};
#endif
if (shader_data != NULL) {
{
result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_yuv);
if (!FAILED(result)) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;