Android: Fix headless and unittest build.

This commit is contained in:
Unknown W. Brackets
2021-01-10 12:16:02 -08:00
parent e00f894340
commit e2efc245db
4 changed files with 22 additions and 5 deletions
+9
View File
@@ -1,3 +1,4 @@
#include "ppsspp_config.h"
#include <algorithm>
#include "Common/StringUtils.h"
@@ -13,11 +14,13 @@
#include "GPU/Common/VertexShaderGenerator.h"
#include "GPU/Common/ReinterpretFramebuffer.h"
#if PPSSPP_PLATFORM(WINDOWS)
#include "GPU/D3D11/D3D11Util.h"
#include "GPU/D3D11/D3D11Loader.h"
#include "GPU/D3D9/D3DCompilerLoader.h"
#include "GPU/D3D9/D3D9ShaderCompiler.h"
#endif
bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
uint64_t uniformMask;
@@ -89,6 +92,7 @@ bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs
bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex, std::string *errorMessage) {
std::vector<uint32_t> spirv;
switch (lang) {
#if PPSSPP_PLATFORM(WINDOWS)
case ShaderLanguage::HLSL_D3D11:
{
auto output = CompileShaderToBytecodeD3D11(buffer, strlen(buffer), vertex ? "vs_4_0" : "ps_4_0", 0);
@@ -104,6 +108,7 @@ bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex, std
return false;
}
}
#endif
case ShaderLanguage::GLSL_VULKAN:
return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::VULKAN, spirv, errorMessage);
@@ -352,9 +357,13 @@ bool TestFragmentShaders() {
}
bool TestShaderGenerators() {
#if PPSSPP_PLATFORM(WINDOWS)
LoadD3D11();
init_glslang();
LoadD3DCompilerDynamic();
#else
init_glslang();
#endif
if (!TestFragmentShaders()) {
return false;