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https://github.com/hrydgard/ppsspp.git
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Merge pull request #10582 from hrydgard/fix-uwp-build
Noticed that the UWP build has been broken for some time, fix it.
This commit is contained in:
commit
a41422afbd
@ -196,7 +196,7 @@ void UpdateRunLoop() {
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}
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void KeepScreenAwake() {
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#ifdef _WIN32
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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#endif
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}
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@ -17,7 +17,6 @@
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "Common/ChunkFile.h"
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#include "Core/CoreParameter.h"
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@ -28,7 +28,7 @@
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "DisplayLayoutEditor.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/Common/FramebufferCommon.h"
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static const int leftColumnWidth = 200;
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static const float orgRatio = 1.764706f;
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@ -49,8 +49,10 @@
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#include "Core/System.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/Common/FramebufferCommon.h"
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#if !PPSSPP_PLATFORM(UWP)
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#include "GPU/Vulkan/DebugVisVulkan.h"
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#endif
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceSas.h"
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@ -78,9 +80,6 @@
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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#include "Windows/MainWindow.h"
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#endif
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#if !PPSSPP_PLATFORM(UWP)
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#include "gfx/gl_common.h"
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#endif
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#ifndef MOBILE_DEVICE
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static AVIDump avi;
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@ -1212,9 +1211,11 @@ void EmuScreen::renderUI() {
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DrawFPS(draw2d, ctx->GetBounds());
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}
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#if !PPSSPP_PLATFORM(UWP)
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if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowAllocatorDebug) {
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DrawAllocatorVis(ctx, gpu);
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}
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#endif
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#ifdef USE_PROFILER
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if (g_Config.bShowFrameProfiler && !invalid_) {
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@ -54,7 +54,7 @@
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#include "Core/Reporting.h"
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#include "android/jni/TestRunner.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/Common/FramebufferCommon.h"
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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#pragma warning(disable:4091) // workaround bug in VS2015 headers
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@ -313,6 +313,7 @@
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<ClInclude Include="..\..\GPU\Common\SoftwareLighting.h" />
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<ClInclude Include="..\..\GPU\Common\SoftwareTransformCommon.h" />
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<ClInclude Include="..\..\GPU\Common\SplineCommon.h" />
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<ClInclude Include="..\..\GPU\Common\StencilCommon.h" />
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<ClInclude Include="..\..\GPU\Common\TextureCacheCommon.h" />
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<ClInclude Include="..\..\GPU\Common\TextureDecoder.h" />
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<ClInclude Include="..\..\GPU\Common\TextureDecoderNEON.h" />
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@ -365,6 +366,7 @@
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<ClCompile Include="..\..\GPU\Common\ShaderUniforms.cpp" />
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<ClCompile Include="..\..\GPU\Common\SoftwareTransformCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\SplineCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\StencilCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\TextureCacheCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\TextureDecoder.cpp" />
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<ClCompile Include="..\..\GPU\Common\TextureDecoderNEON.cpp" />
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@ -160,6 +160,9 @@
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<ClCompile Include="..\..\GPU\Debugger\Record.cpp">
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<Filter>Debugger</Filter>
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</ClCompile>
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<ClCompile Include="..\..\GPU\Common\StencilCommon.cpp">
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<Filter>Common</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="pch.h" />
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@ -295,5 +298,8 @@
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<ClInclude Include="..\..\GPU\Debugger\Record.h">
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<Filter>Debugger</Filter>
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</ClInclude>
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<ClInclude Include="..\..\GPU\Common\StencilCommon.h">
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<Filter>Common</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -338,7 +338,6 @@
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<ClInclude Include="..\..\ext\native\file\path.h" />
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<ClInclude Include="..\..\ext\native\file\vfs.h" />
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<ClInclude Include="..\..\ext\native\file\zip_read.h" />
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<ClInclude Include="..\..\ext\native\gfx\gl_lost_manager.h" />
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<ClInclude Include="..\..\ext\native\gfx\texture_atlas.h" />
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<ClInclude Include="..\..\ext\native\gfx_es2\draw_buffer.h" />
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<ClInclude Include="..\..\ext\native\gfx_es2\draw_text.h" />
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@ -1170,7 +1169,6 @@
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<ClCompile Include="..\..\ext\native\file\ini_file.cpp" />
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<ClCompile Include="..\..\ext\native\file\path.cpp" />
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<ClCompile Include="..\..\ext\native\file\zip_read.cpp" />
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<ClCompile Include="..\..\ext\native\gfx\gl_lost_manager.cpp" />
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<ClCompile Include="..\..\ext\native\gfx\texture_atlas.cpp" />
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<ClCompile Include="..\..\ext\native\gfx_es2\draw_buffer.cpp" />
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<ClCompile Include="..\..\ext\native\gfx_es2\draw_text.cpp" />
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@ -451,9 +451,6 @@
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<ClCompile Include="..\..\ext\native\data\compression.cpp">
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<Filter>data</Filter>
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</ClCompile>
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<ClCompile Include="..\..\ext\native\gfx\gl_lost_manager.cpp">
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<Filter>gfx</Filter>
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</ClCompile>
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<ClCompile Include="..\..\ext\native\base\logging.cpp">
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<Filter>base</Filter>
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</ClCompile>
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@ -725,8 +722,5 @@
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<ClInclude Include="..\..\ext\native\data\listable.h">
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<Filter>data</Filter>
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</ClInclude>
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<ClInclude Include="..\..\ext\native\gfx\gl_lost_manager.h">
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<Filter>gfx</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -1,4 +1,4 @@
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#include "pch.h"
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#include "pch.h"
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#include "PPSSPP_UWPMain.h"
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#include <cassert>
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@ -108,8 +108,7 @@ PPSSPP_UWPMain::PPSSPP_UWPMain(App ^app, const std::shared_ptr<DX::DeviceResourc
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bool debugLogLevel = false;
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g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D11;
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g_Config.bSeparateCPUThread = false;
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g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D11;
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if (debugLogLevel) {
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LogManager::GetInstance()->SetAllLogLevels(LogTypes::LDEBUG);
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@ -7,8 +7,6 @@
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#ifdef _WIN32
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#include <windows.h>
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#else
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#include "gfx/gl_common.h"
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#include "gfx_es2/gpu_features.h"
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#include <sys/time.h>
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#include <unistd.h>
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#endif
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@ -41,25 +39,6 @@ uint64_t _frequency = 0;
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uint64_t _starttime = 0;
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double real_time_now() {
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#ifdef __ANDROID__
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if (false && gl_extensions.EGL_NV_system_time) {
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// This is needed to profile using PerfHUD on Tegra
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if (_frequency == 0) {
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_frequency = eglGetSystemTimeFrequencyNV();
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_starttime = eglGetSystemTimeNV();
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}
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uint64_t cur = eglGetSystemTimeNV();
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int64_t diff = cur - _starttime;
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return (double)diff / (double)_frequency;
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}
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#if 0
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// This clock is really "choppy" on Nexus 9!
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struct timespec time;
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clock_gettime(CLOCK_MONOTONIC_RAW, &time);
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return time.tv_sec + time.tv_nsec / 1.0e9;
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#else
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static time_t start;
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struct timeval tv;
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gettimeofday(&tv, NULL);
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@ -68,18 +47,6 @@ double real_time_now() {
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}
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tv.tv_sec -= start;
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return (double)tv.tv_sec + (double)tv.tv_usec / 1000000.0;
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#endif
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#else
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static time_t start;
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struct timeval tv;
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gettimeofday(&tv, NULL);
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if (start == 0) {
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start = tv.tv_sec;
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}
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tv.tv_sec -= start;
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return (double)tv.tv_sec + (double)tv.tv_usec / 1000000.0;
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#endif
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}
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#endif
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@ -997,7 +997,7 @@ void GLQueueRunner::PerformReadback(const GLRStep &pass) {
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const GLuint format = GL_RGBA;
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const GLuint type = GL_UNSIGNED_BYTE;
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const int srcAlignment = 4;
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int dstAlignment = DataFormatSizeInBytes(pass.readback.dstFormat);
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int dstAlignment = (int)DataFormatSizeInBytes(pass.readback.dstFormat);
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int pixelStride = pass.readback.srcRect.w;
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// Apply the correct alignment.
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