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Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019

Sam Lantinga 1 year ago
parent
commit
faeb2b1f22

+ 3 - 1
src/audio/wasapi/SDL_wasapi.c

@@ -265,7 +265,9 @@ static void WASAPI_DetectDevices(SDL_AudioDevice **default_output, SDL_AudioDevi
 {
     int rc;
     // this blocks because it needs to finish before the audio subsystem inits
-    mgmtthrtask_DetectDevicesData data = { default_output, default_capture };
+    mgmtthrtask_DetectDevicesData data;
+    data.default_output = default_output;
+    data.default_capture = default_capture;
     WASAPI_ProxyToManagementThread(mgmtthrtask_DetectDevices, &data, &rc);
 }
 

+ 4 - 5
src/hidapi/windows/hidapi_descriptor_reconstruct.c

@@ -187,11 +187,10 @@ int hid_winapi_descriptor_reconstruct_pp_data(void *preparsed_data, unsigned cha
 		return -1;
 	}
 
-	struct rd_buffer rpt_desc = {
-		.buf = buf,
-		.buf_size = buf_size,
-		.byte_idx = 0
-	};
+	struct rd_buffer rpt_desc;
+	rpt_desc.buf = buf;
+	rpt_desc.buf_size = buf_size;
+	rpt_desc.byte_idx = 0;
 
 	// Set pointer to the first node of link_collection_nodes
 	phid_pp_link_collection_node link_collection_nodes = (phid_pp_link_collection_node)(((unsigned char*)&pp_data->caps[0]) + pp_data->FirstByteOfLinkCollectionArray);

+ 9 - 9
src/render/direct3d11/SDL_render_d3d11.c

@@ -2349,20 +2349,20 @@ static int D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
     }
 #if SDL_HAVE_YUV
     if (textureData->yuv) {
-        ID3D11ShaderResourceView *shaderResources[] = {
-            textureData->mainTextureResourceView,
-            textureData->mainTextureResourceViewU,
-            textureData->mainTextureResourceViewV
-        };
+        ID3D11ShaderResourceView *shaderResources[3];
+
+        shaderResources[0] = textureData->mainTextureResourceView;
+        shaderResources[1] = textureData->mainTextureResourceViewU;
+        shaderResources[2] = textureData->mainTextureResourceViewV;
 
         return D3D11_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params,
                                   SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
 
     } else if (textureData->nv12) {
-        ID3D11ShaderResourceView *shaderResources[] = {
-            textureData->mainTextureResourceView,
-            textureData->mainTextureResourceViewNV,
-        };
+        ID3D11ShaderResourceView *shaderResources[2];
+
+        shaderResources[0] = textureData->mainTextureResourceView;
+        shaderResources[1] = textureData->mainTextureResourceViewNV;
 
         return D3D11_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params,
                                   SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);

+ 9 - 9
src/render/direct3d12/SDL_render_d3d12.c

@@ -2701,11 +2701,11 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
     }
 #if SDL_HAVE_YUV
     if (textureData->yuv) {
-        D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
-            textureData->mainTextureResourceView,
-            textureData->mainTextureResourceViewU,
-            textureData->mainTextureResourceViewV
-        };
+        D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3];
+
+        shaderResources[0] = textureData->mainTextureResourceView;
+        shaderResources[1] = textureData->mainTextureResourceViewU;
+        shaderResources[2] = textureData->mainTextureResourceViewV;
 
         /* Make sure each texture is in the correct state to be accessed by the pixel shader. */
         D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
@@ -2717,10 +2717,10 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
 
         return D3D12_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
     } else if (textureData->nv12) {
-        D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
-            textureData->mainTextureResourceView,
-            textureData->mainTextureResourceViewNV,
-        };
+        D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2];
+
+        shaderResources[0] = textureData->mainTextureResourceView;
+        shaderResources[1] = textureData->mainTextureResourceViewNV;
 
         /* Make sure each texture is in the correct state to be accessed by the pixel shader. */
         D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);

+ 5 - 5
src/video/windows/SDL_windowsevents.c

@@ -966,11 +966,11 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
         if (IS_HIGH_SURROGATE(wParam)) {
             data->high_surrogate = (WCHAR)wParam;
         } else {
-            WCHAR utf16[] = {
-                data->high_surrogate ? data->high_surrogate : (WCHAR)wParam,
-                data->high_surrogate ? (WCHAR)wParam : L'\0',
-                L'\0'
-            };
+            WCHAR utf16[3];
+
+            utf16[0] = data->high_surrogate ? data->high_surrogate : (WCHAR)wParam;
+            utf16[1] = data->high_surrogate ? (WCHAR)wParam : L'\0';
+            utf16[2] = L'\0';
 
             char utf8[5];
             int result = WIN_WideCharToMultiByte(CP_UTF8, WC_ERR_INVALID_CHARS, utf16, -1, utf8, sizeof(utf8), NULL, NULL);

+ 5 - 1
src/video/windows/SDL_windowswindow.c

@@ -719,7 +719,11 @@ int WIN_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesI
                    We can use (-1, -1, 0, 0) boundary to make sure no pixels are being blurred
                 */
                 HRGN rgn = CreateRectRgn(-1, -1, 0, 0);
-                DWM_BLURBEHIND bb = {DWM_BB_ENABLE | DWM_BB_BLURREGION, TRUE, rgn, FALSE};
+                DWM_BLURBEHIND bb;
+                bb.flags = (DWM_BB_ENABLE | DWM_BB_BLURREGION);
+                bb.enable = TRUE;
+                bb.blur_region = rgn;
+                bb.transition_on_maxed = FALSE;
                 DwmEnableBlurBehindWindowFunc(hwnd, &bb);
                 DeleteObject(rgn);
             }