Fix Node class in MSVC debugger for dev_build

This commit is contained in:
Lyuma 2023-04-06 14:31:20 -07:00
parent 92b7a9603a
commit b3a83b7c4e
3 changed files with 23 additions and 0 deletions

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@ -361,6 +361,8 @@ Files extracted from upstream source:
- `src/` and `sharpyuv/` except from: `.am`, `.rc` and `.in` files
- `AUTHORS`, `COPYING`, `PATENTS`
Patch `godot-node-debug-fix.patch` workarounds shadowing of godot's Node class in the MSVC debugger.
## mbedtls

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@ -0,0 +1,16 @@
diff --git a/thirdparty/libwebp/src/enc/quant_enc.c b/thirdparty/libwebp/src/enc/quant_enc.c
index 6d8202d277..8f9a3c8668 100644
--- a/src/enc/quant_enc.c
+++ b/src/enc/quant_enc.c
@@ -556,6 +556,11 @@ static void AddScore(VP8ModeScore* WEBP_RESTRICT const dst,
//------------------------------------------------------------------------------
// Performs trellis-optimized quantization.
+// -- GODOT start --
+// Prevents Visual Studio debugger from using this Node struct in place of the Godot Node class.
+#define Node Node_libwebp_quant
+// -- GODOT end --
+
// Trellis node
typedef struct {
int8_t prev; // best previous node

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@ -556,6 +556,11 @@ static void AddScore(VP8ModeScore* WEBP_RESTRICT const dst,
//------------------------------------------------------------------------------
// Performs trellis-optimized quantization.
// -- GODOT start --
// Prevents Visual Studio debugger from using this Node struct in place of the Godot Node class.
#define Node Node_libwebp_quant
// -- GODOT end --
// Trellis node
typedef struct {
int8_t prev; // best previous node