Finish Windows ARM64 bringup

SDL2  for ARM64 is not yet checked-in, but I will do that when SDL 2.0.14 is released.
This commit is contained in:
Cameron Gutman 2020-12-12 16:44:41 -06:00
parent 59a73817c8
commit a6551c320d
5 changed files with 6 additions and 6 deletions

2
.gitmodules vendored
View file

@ -9,7 +9,7 @@
url = https://github.com/gabomdq/SDL_GameControllerDB.git
[submodule "soundio/libsoundio"]
path = soundio/libsoundio
url = https://github.com/andrewrk/libsoundio.git
url = https://github.com/cgutman/libsoundio.git
[submodule "h264bitstream/h264bitstream"]
path = h264bitstream/h264bitstream
url = https://github.com/aizvorski/h264bitstream.git

View file

@ -23,7 +23,7 @@
#include "streaming/video/ffmpeg.h"
#endif
#if defined(Q_OS_WIN32)
#if defined(Q_OS_WIN32) && defined(Q_PROCESSOR_X86)
#include "antihookingprotection.h"
#elif defined(Q_OS_LINUX)
#include <openssl/ssl.h>

View file

@ -42,7 +42,7 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
return false;
}
m_AudioBuffer = malloc(m_FrameSize);
m_AudioBuffer = SDL_malloc(m_FrameSize);
if (m_AudioBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate audio buffer");
@ -74,7 +74,7 @@ SdlAudioRenderer::~SdlAudioRenderer()
}
if (m_AudioBuffer != nullptr) {
free(m_AudioBuffer);
SDL_free(m_AudioBuffer);
}
SDL_QuitSubSystem(SDL_INIT_AUDIO);

@ -1 +1 @@
Subproject commit fb23636c95e4a86526bedc903ae9e79f94936d74
Subproject commit b9160c575d13c33298e3c6a8c1302b20b6a40412

View file

@ -35,7 +35,7 @@
<![CDATA[Installed OR MPSSVC_START="#2"]]>
</Condition>
<?if $(var.Platform) = x64 ?>
<?if $(var.Platform) = x64 Or $(var.Platform) = arm64 ?>
<?define PlatformProgramFilesFolder = "ProgramFiles64Folder" ?>
<?else ?>
<?define PlatformProgramFilesFolder = "ProgramFilesFolder" ?>