| Summary: | MSVC 2019 ARM64 build fails to compile SDL_stretch.c | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Cameron Gutman <cameron.gutman> |
| Component: | video | Assignee: | Sylvain <sylvain.becker> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | major | ||
| Priority: | P2 | Keywords: | target-2.0.16 |
| Version: | HG 2.0 | ||
| Hardware: | ARM | ||
| OS: | Windows 10 | ||
|
Description
Cameron Gutman
2021-01-02 18:18:48 UTC
There is a define to deactivate the ARM path: I think it failed for me also when using Visual Studio 2017, This should fix the issue: https://hg.libsdl.org/SDL/rev/4cab0e41f54d Yep, that fixes it. It would be nice to make the NEON codepath compatible with MSVC, but at least the build isn't broken now. Thanks for the feedback. I've pushed: https://hg.libsdl.org/SDL/rev/95db7a3671dc now compilation works but I didn't try as I have no arm device for window. it's only a matter of casting that visual studio doesn't like Can you try it ? (which window device has NEON btw ?) Sure, I can try it. What should I test? Do you have a test app, or does one of the SDL tests exercise this functionality? The device I have is the Surface Pro X, but there are a few other ARM64 Windows devices on the market too. Ok great, in short, you can use your app with: window has the flag SDL_WINDOW_RESIZABLE set the hint to use software renderer and "best" scale quality: SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software"); set a logical size to your window size, SDL_RenderSetLogicalSize(renderer, w , h); and resize the window manually ! It seems to work fine. Not seeing any noticeable scaling artifacts or anything. Thanks! ok great ! thanks ! |