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https://github.com/libsdl-org/SDL.git
synced 2026-04-16 05:28:45 +02:00
Fixed warnings building with Visual Studio
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@@ -613,7 +613,7 @@ static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
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data->vertices.buffer = SDL_CreateGPUBuffer(data->device, &bci);
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if (!data->vertices.buffer) {
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return -1;
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return false;
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}
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SDL_GPUTransferBufferCreateInfo tbci;
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@@ -622,7 +622,12 @@ static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
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tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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data->vertices.transfer_buf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
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return (bool)data->vertices.transfer_buf;
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if (!data->vertices.transfer_buf) {
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return false;
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}
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return true;
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}
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static bool UploadVertices(GPU_RenderData *data, void *vertices, size_t vertsize)
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@@ -852,8 +857,13 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
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}
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Uint32 bpp = SDL_BYTESPERPIXEL(pixfmt);
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Uint32 row_size = rect->w * bpp;
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Uint32 image_size = row_size * rect->h;
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size_t row_size, image_size;
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if (!SDL_size_mul_check_overflow(rect->w, bpp, &row_size) ||
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!SDL_size_mul_check_overflow(rect->h, row_size, &image_size)) {
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SDL_SetError("read size overflow");
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return NULL;
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}
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SDL_Surface *surface = SDL_CreateSurface(rect->w, rect->h, pixfmt);
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@@ -863,7 +873,7 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
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SDL_GPUTransferBufferCreateInfo tbci;
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SDL_zero(tbci);
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tbci.sizeInBytes = image_size;
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tbci.sizeInBytes = (Uint32)image_size;
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tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD;
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SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
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@@ -899,7 +909,7 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
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void *mapped_tbuf = SDL_MapGPUTransferBuffer(data->device, tbuf, false);
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if (surface->pitch == row_size) {
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if ((size_t)surface->pitch == row_size) {
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memcpy(surface->pixels, mapped_tbuf, image_size);
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} else {
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Uint8 *input = mapped_tbuf;
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@@ -935,7 +945,11 @@ static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GPUTe
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data->backbuffer.height = h;
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data->backbuffer.format = fmt;
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return (bool)data->backbuffer.texture;
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if (!data->backbuffer.texture) {
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return false;
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}
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return true;
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}
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static bool GPU_RenderPresent(SDL_Renderer *renderer)
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