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Buildfixes for Mac/Windows
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@@ -1344,6 +1344,8 @@ if(HEADLESS)
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list(APPEND HeadlessSource
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Common/Render/Text/draw_text_cocoa.mm
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Common/Render/Text/draw_text_cocoa.h
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SDL/SDLCocoaMetalLayer.h
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SDL/SDLCocoaMetalLayer.mm
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)
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set_source_files_properties(Common/Render/Text/draw_text_cocoa.mm
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PROPERTIES COMPILE_FLAGS -fobjc-arc)
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@@ -1,5 +1,11 @@
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#include <SDL3/SDL.h>
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#include "ppsspp_config.h"
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#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
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#include "SDL/SDLCocoaMetalLayer.h"
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#endif
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#include "Common/GPU/MiscTypes.h"
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#include "Common/GPU/Vulkan/VulkanLoader.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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@@ -338,6 +338,14 @@
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="..\SDL\SDLUtil.cpp">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="..\Windows\CaptureDevice.cpp" />
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<ClCompile Include="..\Windows\GPU\D3D11Context.cpp" />
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<ClCompile Include="..\Windows\GPU\WindowsGLContext.cpp">
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@@ -399,8 +407,23 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\Common\GPU\Vulkan\VulkanGraphicsContext.h" />
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<ClInclude Include="..\SDL\SDLUtil.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
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</ClInclude>
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<ClInclude Include="Compare.h" />
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<ClInclude Include="SDLHeadlessGLGraphicsContext.h" />
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<ClInclude Include="SDLHeadlessGLGraphicsContext.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
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</ClInclude>
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<ClInclude Include="WindowsHeadlessHost.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -25,6 +25,9 @@
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<ClCompile Include="..\Common\GPU\Vulkan\VulkanGraphicsContext.cpp">
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<Filter>Windows</Filter>
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</ClCompile>
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<ClCompile Include="..\SDL\SDLUtil.cpp">
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<Filter>Other Platforms</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\test.py" />
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@@ -41,6 +44,9 @@
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<ClInclude Include="..\Common\GPU\Vulkan\VulkanGraphicsContext.h">
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<Filter>Windows</Filter>
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</ClInclude>
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<ClInclude Include="..\SDL\SDLUtil.h">
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<Filter>Other Platforms</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Windows">
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@@ -23,7 +23,7 @@
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const bool WINDOW_VISIBLE = false;
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WindowDesc *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc) {
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void *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc) {
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static WNDCLASSEX wndClass = {
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sizeof(WNDCLASSEX),
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CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
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@@ -23,4 +23,4 @@ struct WindowDesc;
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// Same API as for SDL
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void *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc);
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void DestroyHiddenWindow(WindowDesc window);
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void DestroyHiddenWindow(void *window, WindowDesc desc);
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