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c97c23ce0a
* [angle] Update to 2019-12-31 * [angle] install *.inc files
78 lines
3.7 KiB
Diff
78 lines
3.7 KiB
Diff
diff --git a/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
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index 0c9698450..3e37ad0ab 100644
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--- a/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
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+++ b/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
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@@ -2364,6 +2364,11 @@ void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps,
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bool isIvyBridge = false;
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bool isAMD = IsAMD(adapterDesc.VendorId);
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bool isFeatureLevel9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3);
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+#if defined(ANGLE_ENABLE_WINDOWS_UWP)
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+ bool isWin10 = true;
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+#else
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+ bool isWin10 = IsWindows10OrGreater();
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+#endif
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IntelDriverVersion capsVersion = IntelDriverVersion(0);
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if (isIntel)
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{
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@@ -2448,7 +2453,7 @@ void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps,
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// Don't translate uniform block to StructuredBuffer on Windows 7 and earlier. This is targeted
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// to work around a bug that fails to allocate ShaderResourceView for StructuredBuffer.
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ANGLE_FEATURE_CONDITION(features, dontTranslateUniformBlockToStructuredBuffer,
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- !IsWindows10OrGreater());
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+ !isWin10);
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// Call platform hooks for testing overrides.
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auto *platform = ANGLEPlatformCurrent();
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diff --git a/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp b/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
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index 7d3f078d6..fac057dd6 100644
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--- a/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
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+++ b/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
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@@ -213,16 +213,20 @@ HRESULT GetCoreWindowSizeInPixels(const ComPtr<ABI::Windows::UI::Core::ICoreWind
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static float GetLogicalDpi()
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{
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- ComPtr<ABI::Windows::Graphics::Display::IDisplayPropertiesStatics> displayProperties;
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+ ComPtr<ABI::Windows::Graphics::Display::IDisplayInformationStatics> displayInformationStatics;
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+ ComPtr<ABI::Windows::Graphics::Display::IDisplayInformation> displayInformation;
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if (SUCCEEDED(GetActivationFactory(
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- HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayProperties).Get(),
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- displayProperties.GetAddressOf())))
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+ HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayInformation).Get(),
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+ displayInformationStatics.GetAddressOf())))
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{
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float dpi = 96.0f;
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- if (SUCCEEDED(displayProperties->get_LogicalDpi(&dpi)))
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+ if (SUCCEEDED(displayInformationStatics->GetForCurrentView(&displayInformation)))
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{
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- return dpi;
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+ if (SUCCEEDED(displayInformation->get_LogicalDpi(&dpi)))
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+ {
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+ return dpi;
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+ }
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}
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}
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diff --git a/src/libGLESv2/global_state.cpp b/src/libGLESv2/global_state.cpp
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index 8c2c61f53..7725106a4 100644
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--- a/src/libGLESv2/global_state.cpp
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+++ b/src/libGLESv2/global_state.cpp
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@@ -214,7 +214,7 @@ namespace
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{
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// The following WaitForDebugger code is based on SwiftShader. See:
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// https://cs.chromium.org/chromium/src/third_party/swiftshader/src/Vulkan/main.cpp
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-# if defined(ANGLE_ENABLE_ASSERTS)
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+# if defined(ANGLE_ENABLE_ASSERTS) && !defined(ANGLE_ENABLE_WINDOWS_UWP)
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INT_PTR CALLBACK DebuggerWaitDialogProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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RECT rect;
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@@ -259,7 +259,7 @@ void WaitForDebugger(HINSTANCE instance)
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}
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# else
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void WaitForDebugger(HINSTANCE instance) {}
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-# endif // defined(ANGLE_ENABLE_ASSERTS)
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+# endif // defined(ANGLE_ENABLE_ASSERTS) && !defined(ANGLE_ENABLE_WINDOWS_UWP)
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} // namespace
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extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID)
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