fix compilation with the HEADLESS compile flag (#9)
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4223225b8d
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1a3dd25c10
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@ -129,11 +129,11 @@ static void gfx_dummy_renderer_unload_shader(UNUSED struct ShaderProgram *old_pr
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static void gfx_dummy_renderer_load_shader(UNUSED struct ShaderProgram *new_prg) {
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}
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static struct ShaderProgram *gfx_dummy_renderer_create_and_load_new_shader(UNUSED uint32_t shader_id) {
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static struct ShaderProgram *gfx_dummy_renderer_create_and_load_new_shader(UNUSED struct ColorCombiner* cc) {
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return NULL;
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}
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static struct ShaderProgram *gfx_dummy_renderer_lookup_shader(UNUSED uint32_t shader_id) {
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static struct ShaderProgram *gfx_dummy_renderer_lookup_shader(UNUSED struct ColorCombiner* cc) {
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return NULL;
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}
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@ -30,7 +30,8 @@ static struct {
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f64 disp;
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} sLuaProfilerCounters[MAX_PROFILED_MODS];
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static void lua_profiler_start_counter(struct Mod *mod) {
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static void lua_profiler_start_counter(UNUSED struct Mod *mod) {
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#ifndef WAPI_DUMMY
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for (s32 i = 0; i != MIN(MAX_PROFILED_MODS, gActiveMods.entryCount); ++i) {
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if (gActiveMods.entries[i] == mod) {
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f64 freq = SDL_GetPerformanceFrequency();
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@ -39,9 +40,11 @@ static void lua_profiler_start_counter(struct Mod *mod) {
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return;
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}
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}
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#endif
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}
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static void lua_profiler_stop_counter(struct Mod *mod) {
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static void lua_profiler_stop_counter(UNUSED struct Mod *mod) {
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#ifndef WAPI_DUMMY
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for (s32 i = 0; i != MIN(MAX_PROFILED_MODS, gActiveMods.entryCount); ++i) {
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if (gActiveMods.entries[i] == mod) {
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f64 freq = SDL_GetPerformanceFrequency();
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@ -51,6 +54,7 @@ static void lua_profiler_stop_counter(struct Mod *mod) {
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return;
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}
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}
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#endif
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}
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void lua_profiler_update_counters(void) {
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@ -385,11 +385,16 @@ int main(int argc, char *argv[]) {
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// Render the rom setup screen
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if (!main_rom_handler()) {
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#if !defined(WAPI_DXGI) && !defined(WAPI_DUMMY)
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render_rom_setup_screen(); // Holds the game load until a valid rom is provided
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#else
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printf("ERROR: could not find valid vanilla us sm64 rom in game's user folder\n");
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return 0;
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#endif
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}
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// Start the thread for setting up the game
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#ifndef WAPI_DXGI
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#if !defined(WAPI_DXGI) && !defined(WAPI_DUMMY)
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bool threadSuccess = false;
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if (pthread_mutex_init(&gLoadingThreadMutex, NULL) == 0) {
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if (pthread_create(&gLoadingThreadId, NULL, main_game_init, (void*) 1) == 0) {
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