Fixed mingw-w64 build

This commit is contained in:
Sam Lantinga 2018-09-28 00:40:35 -07:00
parent 88f9f0307d
commit 20dfda4489
3 changed files with 12 additions and 4 deletions

7
configure vendored
View file

@ -24299,6 +24299,13 @@ $as_echo "#define SDL_JOYSTICK_WINMM 1" >>confdefs.h
SOURCES="$SOURCES $srcdir/src/joystick/windows/*.c"
have_joystick=yes
fi
if test x$enable_joystick = xyes -a x$enable_hidapi = xyes; then
$as_echo "#define SDL_JOYSTICK_HIDAPI 1" >>confdefs.h
EXTRA_CFLAGS="$EXTRA_CFLAGS -I$srcdir/src/hidapi/hidapi"
SOURCES="$SOURCES $srcdir/src/joystick/hidapi/*.c"
fi
if test x$enable_haptic = xyes; then
if test x$have_dinput = xyes -o x$have_xinput = xyes; then
if test x$have_xinput = xyes; then

View file

@ -3631,6 +3631,11 @@ AC_HELP_STRING([--enable-render-d3d], [enable the Direct3D render driver [[defau
SOURCES="$SOURCES $srcdir/src/joystick/windows/*.c"
have_joystick=yes
fi
if test x$enable_joystick = xyes -a x$enable_hidapi = xyes; then
AC_DEFINE(SDL_JOYSTICK_HIDAPI, 1, [ ])
EXTRA_CFLAGS="$EXTRA_CFLAGS -I$srcdir/src/hidapi/hidapi"
SOURCES="$SOURCES $srcdir/src/joystick/hidapi/*.c"
fi
if test x$enable_haptic = xyes; then
if test x$have_dinput = xyes -o x$have_xinput = xyes; then
if test x$have_xinput = xyes; then

View file

@ -2223,8 +2223,6 @@ static int
D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
float minu, maxu, minv, maxv;
Float4 color;
VertexPositionColor vertices[4];
@ -2296,8 +2294,6 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
float minu, maxu, minv, maxv;
Float4 color;
Float4X4 modelMatrix;