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.
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4 changed files with 11 additions and 3 deletions
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@ -761,6 +761,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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const char *error = (const char *)pErrorMsgs->lpVtbl->GetBufferPointer(pErrorMsgs);
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SDL_SetError("Couldn't assemble shader: %s", error);
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}
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if (shader_data != NULL)
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#else
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const DWORD shader_data[] = {
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0xffff0200, 0x05000051, 0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081,
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@ -780,7 +781,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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0x80e40000, 0x0000ffff
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};
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#endif
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if (shader_data != NULL) {
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{
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result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_yuv);
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if (!FAILED(result)) {
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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