Fix macOS build: guard Win32-only sa_push_canvas_rect_to_runtime calls (#131)#134
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#131) The standalone 2D-surround work (#131) added two calls to sa_push_canvas_rect_to_runtime() at displayxr_standalone.cpp:1657 (submit path) and :2107 (surround_clear) outside any platform guard, but the function is defined inside the file's `#if defined(_WIN32)` block. The Windows half of CI stayed green so it slipped through the cheap PR builds; the macOS Universal job failed with "use of undeclared identifier 'sa_push_canvas_rect_to_runtime'" and blocked the v1.11.0 release. Wrap both call sites in `#if defined(_WIN32)`. Standalone surround is Windows-D3D12-only (surround_active never sets on other backends), so the canvas-rect push is a no-op elsewhere — behavior is unchanged on every platform; this only restores the macOS compile. Windows DLL rebuilt (identical codegen on the Win32 path). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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The standalone 2D-surround work (#131) added two calls to
sa_push_canvas_rect_to_runtime() at displayxr_standalone.cpp:1657 (submit
path) and :2107 (surround_clear) outside any platform guard, but the function
is defined inside the file's
#if defined(_WIN32)block. The Windows half ofCI stayed green so it slipped through the cheap PR builds; the macOS Universal
job failed with "use of undeclared identifier 'sa_push_canvas_rect_to_runtime'"
and blocked the v1.11.0 release.
Wrap both call sites in
#if defined(_WIN32). Standalone surround isWindows-D3D12-only (surround_active never sets on other backends), so the
canvas-rect push is a no-op elsewhere — behavior is unchanged on every
platform; this only restores the macOS compile. Windows DLL rebuilt (identical
codegen on the Win32 path).
Co-Authored-By: Claude Opus 4.8 (1M context) noreply@anthropic.com