CI: Add MinGW/GCC build to Windows GHA

This commit is contained in:
Thaddeus Crews
2024-09-23 09:13:51 -05:00
parent 68f053bf82
commit a44f691fc7
5 changed files with 39 additions and 12 deletions

View File

@ -4,6 +4,8 @@ from misc.utility.scons_hints import *
import os
from pathlib import Path
import methods
Import("env")
env_d3d12_rdd = env.Clone()
@ -139,6 +141,10 @@ else:
extra_defines += [
"HAVE_STRUCT_TIMESPEC",
]
if methods.using_gcc(env) and methods.get_compiler_version(env)["major"] < 13:
# `region` & `endregion` not recognized as valid pragmas.
env_d3d12_rdd.Append(CCFLAGS=["-Wno-unknown-pragmas"])
env.Append(CCFLAGS=["-Wno-unknown-pragmas"])
# This is needed since rendering_device_d3d12.cpp needs to include some Mesa internals.
env_d3d12_rdd.Prepend(CPPPATH=mesa_private_inc_paths)

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@ -96,7 +96,7 @@ void compute_dxil_hash(const BYTE *pData, UINT byteCount, BYTE *pOutHash) {
UINT NextEndState = bTwoRowsPadding ? N - 2 : N - 1;
const BYTE *pCurrData = pData;
for (UINT i = 0; i < N; i++, offset += 64, pCurrData += 64) {
UINT x[16];
UINT x[16] = {};
const UINT *pX;
if (i == NextEndState) {
if (!bTwoRowsPadding && i == N - 1) {

View File

@ -1348,7 +1348,14 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
}
tex_info->states_ptr = &tex_info->owner_info.states;
tex_info->format = p_format.format;
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wstrict-aliasing"
#endif
tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic pop
#endif
tex_info->base_layer = 0;
tex_info->layers = resource_desc.ArraySize();
tex_info->base_mip = 0;
@ -6578,8 +6585,6 @@ static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUM
Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
Error err;
D3D12MA::ALLOCATION_DESC allocation_desc = {};
allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
//CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");