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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Codex authored and libretroadmin committed 2026-10-12 15:59:19 +02:00
1 parent d4090fd145
commit b298330d7b
2 files changed
+8 -8

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+4 -4
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@@ -6650,14 +6650,14 @@ static bool gl3_frame(void *data, const void *frame,
if (frame && !views_per_eye)
gl3_vv_target_drop(gl, &gl->views.ui_target, &gl->views.ui);
/* Drawn and composited only when there is UI; overlays are hidden. */
#ifdef HAVE_GFX_WIDGETS
views_ui = VIDEO_VIEWS_UI_WANTED(views_per_eye,
(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE), msg, statistics_show,
#ifdef HAVE_GFX_WIDGETS
widgets_active && gfx_widgets_visible(video_info)
widgets_active && gfx_widgets_visible(video_info))
#else
false
views_ui = VIDEO_VIEWS_UI_WANTED(views_per_eye,
(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE), msg, statistics_show, false)
#endif
)
&& gl3_vv_target_ensure(gl, &gl->views.ui_target, &gl->views.ui,
video_info->views_layout.ui_dims);
if (views_ui)
+4 -4
View File
@@ -11731,14 +11731,14 @@ static bool vulkan_frame(void *data, const void *frame,
/* The UI layer is drawn and composited only when there is UI, by
* the same test the HDR composite makes. Overlays are hidden per
* eye, and drawn around the layer when it is for a headset. */
#ifdef HAVE_GFX_WIDGETS
views_ui = VIDEO_VIEWS_UI_WANTED(ui_layer_dims,
(vk->flags & VK_FLAG_MENU_ENABLE), msg, statistics_show,
#ifdef HAVE_GFX_WIDGETS
widgets_active && gfx_widgets_visible(video_info)
widgets_active && gfx_widgets_visible(video_info))
#else
false
views_ui = VIDEO_VIEWS_UI_WANTED(ui_layer_dims,
(vk->flags & VK_FLAG_MENU_ENABLE), msg, statistics_show, false)
#endif
)
&& vk->pipelines.alpha_premult
&& vulkan_vv_target_ensure(vk, &vk->views.ui_target, &vk->views.ui,
ui_layer_dims);