Fix compilation on win32.

This commit is contained in:
BearOso 2023-08-15 15:34:48 -05:00
parent 56edd4c0b7
commit 942f4ae971
4 changed files with 17 additions and 6 deletions

2
external/cubeb vendored

@ -1 +1 @@
Subproject commit 48689ae7a73caeb747953f9ed664dc71d2f918d8 Subproject commit ac8474a5929e9de3bce84f16f8c589240eb9f7c4

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@ -41,7 +41,7 @@
<string>Choose a device to render output. If you have no integrated graphics, there will be only one choice.</string> <string>Choose a device to render output. If you have no integrated graphics, there will be only one choice.</string>
</property> </property>
<property name="whatsThis"> <property name="whatsThis">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When using &lt;span style=&quot; font-style:italic;&quot;&gt;Vulkan&lt;/span&gt;, this chooses the GPU you wish to use Snes9x with.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When using &lt;span style=&quot; font-style:italic;&quot;&gt;Vulkan&lt;/span&gt;, this chooses the GPU you wish to render with.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
</widget> </widget>
</item> </item>
@ -232,7 +232,7 @@
</sizepolicy> </sizepolicy>
</property> </property>
<property name="whatsThis"> <property name="whatsThis">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option affects how &lt;span style=&quot; font-style:italic;&quot;&gt;maintain aspect ratio &lt;/span&gt;works. &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;4:3 &lt;/span&gt;will maintain a ratio where the screen is 1.333 times wider than high.&lt;/p&gt;&lt;p&gt;64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.&lt;/p&gt;&lt;p&gt;1:1 Means pixels will be square. This will squeeze the image horizontally.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option affects how &lt;span style=&quot; font-style:italic;&quot;&gt;maintain aspect ratio &lt;/span&gt;works. &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;4:3 &lt;/span&gt;will maintain a ratio where the screen is 1.333 times wider than high.&lt;/p&gt;&lt;p&gt;64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.&lt;/p&gt;&lt;p&gt;1:1 Means pixels will be square. This will squeeze the image horizontally.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<item> <item>
<property name="text"> <property name="text">
@ -273,7 +273,7 @@ For games like Seiken Densetsu 3 and Marvelous, choose the &quot;scale up&quot;
Output directly will cause the screen to change between the two modes and look weird.</string> Output directly will cause the screen to change between the two modes and look weird.</string>
</property> </property>
<property name="whatsThis"> <property name="whatsThis">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Output directly&lt;/span&gt; will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Merge fields &lt;/span&gt;will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Scale low resolution &lt;/span&gt;will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Output directly&lt;/span&gt; will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Merge fields &lt;/span&gt;will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Scale low resolution &lt;/span&gt;will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<item> <item>
<property name="text"> <property name="text">
@ -346,7 +346,7 @@ Output directly will cause the screen to change between the two modes and look w
</sizepolicy> </sizepolicy>
</property> </property>
<property name="whatsThis"> <property name="whatsThis">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option determines whether messages show up in the game display:&lt;/p&gt;&lt;p&gt;Onscreen will show a high resolution overlay when using &lt;span style=&quot; font-style:italic;&quot;&gt;Vulkan&lt;/span&gt; or &lt;span style=&quot; font-style:italic;&quot;&gt;OpenGL&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Inscreen will draw in a pixel font to the ingame display.&lt;/p&gt;&lt;p&gt;Don't display messages will show nothing.&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option determines whether messages show up in the game display:&lt;/p&gt;&lt;p&gt;Onscreen will show a high resolution overlay when using &lt;span style=&quot; font-style:italic;&quot;&gt;Vulkan&lt;/span&gt; or &lt;span style=&quot; font-style:italic;&quot;&gt;OpenGL&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Inscreen will draw in a pixel font to the ingame display.&lt;/p&gt;&lt;p&gt;Don't display messages will show nothing.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<item> <item>
<property name="text"> <property name="text">

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@ -117,6 +117,12 @@
<property name="focusPolicy"> <property name="focusPolicy">
<enum>Qt::TabFocus</enum> <enum>Qt::TabFocus</enum>
</property> </property>
<property name="toolTip">
<string>Restore all settings on the current page to their default values.</string>
</property>
<property name="whatsThis">
<string>Restore all settings on the current page to their default values.</string>
</property>
<property name="text"> <property name="text">
<string>Restore Defaults</string> <string>Restore Defaults</string>
</property> </property>
@ -131,9 +137,15 @@
</item> </item>
<item> <item>
<widget class="QPushButton" name="pushButton_help"> <widget class="QPushButton" name="pushButton_help">
<property name="toolTip">
<string>Click on a setting to find out more info.</string>
</property>
<property name="text"> <property name="text">
<string>Help</string> <string>Help</string>
</property> </property>
<property name="autoDefault">
<bool>false</bool>
</property>
</widget> </widget>
</item> </item>
<item> <item>

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@ -13,7 +13,6 @@
#include <deque> #include <deque>
#include <limits.h> #include <limits.h>
#include <vector> #include <vector>
#include <unistd.h>
static const unsigned int glsl_max_passes = 20; static const unsigned int glsl_max_passes = 20;