mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-10 05:34:17 +00:00
Finish Windows ARM64 bringup
SDL2 for ARM64 is not yet checked-in, but I will do that when SDL 2.0.14 is released.
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commit
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5 changed files with 6 additions and 6 deletions
2
.gitmodules
vendored
2
.gitmodules
vendored
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@ -9,7 +9,7 @@
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url = https://github.com/gabomdq/SDL_GameControllerDB.git
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[submodule "soundio/libsoundio"]
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path = soundio/libsoundio
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url = https://github.com/andrewrk/libsoundio.git
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url = https://github.com/cgutman/libsoundio.git
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[submodule "h264bitstream/h264bitstream"]
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path = h264bitstream/h264bitstream
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url = https://github.com/aizvorski/h264bitstream.git
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@ -23,7 +23,7 @@
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#include "streaming/video/ffmpeg.h"
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#endif
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#if defined(Q_OS_WIN32)
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#if defined(Q_OS_WIN32) && defined(Q_PROCESSOR_X86)
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#include "antihookingprotection.h"
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#elif defined(Q_OS_LINUX)
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#include <openssl/ssl.h>
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@ -42,7 +42,7 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
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return false;
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}
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m_AudioBuffer = malloc(m_FrameSize);
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m_AudioBuffer = SDL_malloc(m_FrameSize);
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if (m_AudioBuffer == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to allocate audio buffer");
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@ -74,7 +74,7 @@ SdlAudioRenderer::~SdlAudioRenderer()
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}
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if (m_AudioBuffer != nullptr) {
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free(m_AudioBuffer);
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SDL_free(m_AudioBuffer);
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}
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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@ -1 +1 @@
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Subproject commit fb23636c95e4a86526bedc903ae9e79f94936d74
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Subproject commit b9160c575d13c33298e3c6a8c1302b20b6a40412
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@ -35,7 +35,7 @@
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<![CDATA[Installed OR MPSSVC_START="#2"]]>
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</Condition>
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<?if $(var.Platform) = x64 ?>
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<?if $(var.Platform) = x64 Or $(var.Platform) = arm64 ?>
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<?define PlatformProgramFilesFolder = "ProgramFiles64Folder" ?>
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<?else ?>
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<?define PlatformProgramFilesFolder = "ProgramFilesFolder" ?>
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