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Fix MSVC preprocessing of video views UI checks
Move widget conditionals outside VIDEO_VIEWS_UI_WANTED calls in the GL3 and Vulkan drivers. The traditional MSVC preprocessor treats directives inside macro arguments as tokens, breaking the Windows build.
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@@ -6650,14 +6650,14 @@ static bool gl3_frame(void *data, const void *frame,
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if (frame && !views_per_eye)
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gl3_vv_target_drop(gl, &gl->views.ui_target, &gl->views.ui);
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/* Drawn and composited only when there is UI; overlays are hidden. */
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#ifdef HAVE_GFX_WIDGETS
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views_ui = VIDEO_VIEWS_UI_WANTED(views_per_eye,
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(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE), msg, statistics_show,
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#ifdef HAVE_GFX_WIDGETS
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widgets_active && gfx_widgets_visible(video_info)
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widgets_active && gfx_widgets_visible(video_info))
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#else
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false
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views_ui = VIDEO_VIEWS_UI_WANTED(views_per_eye,
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(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE), msg, statistics_show, false)
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#endif
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)
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&& gl3_vv_target_ensure(gl, &gl->views.ui_target, &gl->views.ui,
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video_info->views_layout.ui_dims);
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if (views_ui)
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@@ -11731,14 +11731,14 @@ static bool vulkan_frame(void *data, const void *frame,
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/* The UI layer is drawn and composited only when there is UI, by
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* the same test the HDR composite makes. Overlays are hidden per
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* eye, and drawn around the layer when it is for a headset. */
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#ifdef HAVE_GFX_WIDGETS
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views_ui = VIDEO_VIEWS_UI_WANTED(ui_layer_dims,
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(vk->flags & VK_FLAG_MENU_ENABLE), msg, statistics_show,
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#ifdef HAVE_GFX_WIDGETS
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widgets_active && gfx_widgets_visible(video_info)
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widgets_active && gfx_widgets_visible(video_info))
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#else
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false
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views_ui = VIDEO_VIEWS_UI_WANTED(ui_layer_dims,
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(vk->flags & VK_FLAG_MENU_ENABLE), msg, statistics_show, false)
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#endif
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)
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&& vk->pipelines.alpha_premult
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&& vulkan_vv_target_ensure(vk, &vk->views.ui_target, &vk->views.ui,
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ui_layer_dims);
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