Buildfixes for Mac/Windows

This commit is contained in:
Henrik Rydgård committed 2026-08-06 12:47:28 +02:00
1 parent c490d4ef36
commit 8565573b51
6 files changed
+40 -3

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+2
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@@ -1344,6 +1344,8 @@ if(HEADLESS)
list(APPEND HeadlessSource
Common/Render/Text/draw_text_cocoa.mm
Common/Render/Text/draw_text_cocoa.h
SDL/SDLCocoaMetalLayer.h
SDL/SDLCocoaMetalLayer.mm
)
set_source_files_properties(Common/Render/Text/draw_text_cocoa.mm
PROPERTIES COMPILE_FLAGS -fobjc-arc)
+6
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@@ -1,5 +1,11 @@
#include <SDL3/SDL.h>
#include "ppsspp_config.h"
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
#include "SDL/SDLCocoaMetalLayer.h"
#endif
#include "Common/GPU/MiscTypes.h"
#include "Common/GPU/Vulkan/VulkanLoader.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
+24 -1
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@@ -338,6 +338,14 @@
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\SDL\SDLUtil.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\Windows\CaptureDevice.cpp" />
<ClCompile Include="..\Windows\GPU\D3D11Context.cpp" />
<ClCompile Include="..\Windows\GPU\WindowsGLContext.cpp">
@@ -399,8 +407,23 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\Common\GPU\Vulkan\VulkanGraphicsContext.h" />
<ClInclude Include="..\SDL\SDLUtil.h">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="Compare.h" />
<ClInclude Include="SDLHeadlessGLGraphicsContext.h" />
<ClInclude Include="SDLHeadlessGLGraphicsContext.h">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="WindowsHeadlessHost.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+6
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@@ -25,6 +25,9 @@
<ClCompile Include="..\Common\GPU\Vulkan\VulkanGraphicsContext.cpp">
<Filter>Windows</Filter>
</ClCompile>
<ClCompile Include="..\SDL\SDLUtil.cpp">
<Filter>Other Platforms</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\test.py" />
@@ -41,6 +44,9 @@
<ClInclude Include="..\Common\GPU\Vulkan\VulkanGraphicsContext.h">
<Filter>Windows</Filter>
</ClInclude>
<ClInclude Include="..\SDL\SDLUtil.h">
<Filter>Other Platforms</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Windows">
+1 -1
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@@ -23,7 +23,7 @@
const bool WINDOW_VISIBLE = false;
WindowDesc *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc) {
void *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc) {
static WNDCLASSEX wndClass = {
sizeof(WNDCLASSEX),
CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
+1 -1
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@@ -23,4 +23,4 @@ struct WindowDesc;
// Same API as for SDL
void *CreateHiddenWindow(int w, int h, GPUBackend backend, WindowDesc *desc);
void DestroyHiddenWindow(WindowDesc window);
void DestroyHiddenWindow(void *window, WindowDesc desc);