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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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@ -118,7 +118,7 @@ extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
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* The compiler barrier prevents the compiler from reordering
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* reads and writes to globally visible variables across the call.
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*/
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#if defined(_MSC_VER) && (_MSC_VER > 1200)
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#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
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void _ReadWriteBarrier(void);
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#pragma intrinsic(_ReadWriteBarrier)
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#define SDL_CompilerBarrier() _ReadWriteBarrier()
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@ -157,7 +157,7 @@ typedef unsigned int uintptr_t;
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/* Enable various audio drivers */
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#define SDL_AUDIO_DRIVER_WASAPI 1
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#define SDL_AUDIO_DRIVER_DSOUND 1
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#define SDL_AUDIO_DRIVER_XAUDIO2 1
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#define SDL_AUDIO_DRIVER_XAUDIO2 0
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#define SDL_AUDIO_DRIVER_WINMM 1
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#define SDL_AUDIO_DRIVER_DISK 1
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#define SDL_AUDIO_DRIVER_DUMMY 1
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@ -33,6 +33,12 @@
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/* Need to do this here because intrin.h has C++ code in it */
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/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
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#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
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#ifdef __clang__
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/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */
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#undef __MMX__
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#undef __SSE__
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#undef __SSE2__
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#else
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#include <intrin.h>
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#ifndef _WIN64
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#define __MMX__
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@ -40,6 +46,7 @@
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#endif
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#define __SSE__
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#define __SSE2__
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#endif /* __clang__ */
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#elif defined(__MINGW64_VERSION_MAJOR)
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#include <intrin.h>
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#else
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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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