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When cross-compiling with MinGW, d3d12_resource_state.cpp fails to
compile with:
d3d12_resource_state.cpp:161:83: error: call to non-'constexpr'
function 'D3D12_RESOURCE_STATES operator|(D3D12_RESOURCE_STATES,
D3D12_RESOURCE_STATES)'
161 | D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE |
| D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_COPY_DEST;
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/share/mingw-w64/include/minwindef.h:163,
from /usr/share/mingw-w64/include/windef.h:9,
from /usr/share/mingw-w64/include/windows.h:69,
from /usr/share/mingw-w64/include/rpc.h:16,
from /usr/share/mingw-w64/include/unknwn.h:7,
from ../subprojects/DirectX-Headers-1.0/include/wsl/winadapter.h:6,
from ../src/gallium/drivers/d3d12/d3d12_common.h:29,
from ../src/gallium/drivers/d3d12/d3d12_bufmgr.h:31,
from ../src/gallium/drivers/d3d12/d3d12_resource_state.cpp:24:
../subprojects/DirectX-Headers-1.0/include/directx/d3d12.h:3540:1:
note: 'D3D12_RESOURCE_STATES operator|(D3D12_RESOURCE_STATES,
D3D12_RESOURCE_STATES)' declared here
3540 | DEFINE_ENUM_FLAG_OPERATORS( D3D12_RESOURCE_STATES )
| ^~~~~~~~~~~~~~~~~~~~~~~~~~
The DEFINE_ENUM_FLAG_OPERATORS macro in the MinGW winnt.h header
defines operator| for D3D12_RESOURCE_STATES as inline but not
constexpr. (The DirectX-Headers WSL stubs do define it as constexpr,
but when building with MinGW, windows.h is pulled in via winadapter.h
and its non-constexpr definition wins.) Calling a non-constexpr
function to initialize a constexpr variable is ill-formed in C++.
Fix by changing static constexpr to static const, which avoids the
constexpr context while still giving the variable static storage
duration.
Fixes:
|
||
|---|---|---|
| .ci-farms | ||
| .ci-farms-disabled | ||
| .github/workflows | ||
| .gitlab | ||
| .gitlab-ci | ||
| .marge/hooks | ||
| android | ||
| bin | ||
| build-support | ||
| docs | ||
| include | ||
| licenses | ||
| src | ||
| subprojects | ||
| .clang-format | ||
| .clang-format-ignore | ||
| .clang-format-include | ||
| .dir-locals.el | ||
| .editorconfig | ||
| .git-blame-ignore-revs | ||
| .gitattributes | ||
| .gitignore | ||
| .gitlab-ci.yml | ||
| .graphqlrc.yml | ||
| .mailmap | ||
| .mr-label-maker.yml | ||
| .shellcheckrc | ||
| clippy.toml | ||
| CODEOWNERS | ||
| meson.build | ||
| meson.options | ||
| README.rst | ||
| rustfmt.toml | ||
| VERSION | ||
`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://docs.mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://docs.mesa3d.org/meson.html>`_): .. code-block:: sh $ meson setup build $ ninja -C build/ $ sudo ninja -C build/ install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://docs.mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://docs.mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.