Misc: WoA build fixes - #14916
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Description of Changes
Re-add compile fixes to VIXL.
Adds DirectX Headers to ARM deps.
Adds ffmpeg to ARM deps.
A copy/paste fix for building Qt Tools.
Use a dedicated ASM file for WoA fastjmp.
Add workaround for Adreno not liking one of our DX12 optimisations,
Include GSDeviceVK based on ENABLE_VULKAN define instead of by architecture.
Don't gate linking WinPixRuntime behind enabling OGL.
Disable Vulkan, OpenGL & RAIntegration when building for WoA with CMake,
Rationale behind Changes
3rdParty changes and additional deps are required to buid for WoA.
Using an ASM file instead of inline ASM matches x64 Windows builds.
An ASM file would also be needed to eventually enable MSVC arm builds.
Our DX12 backend would skip ending the renderpass for some barrier draws.
While this optimisation isn't strictly spec compliant, it only causes issues with Adreno drivers, so only avoid it for those drivers.
The DX12 backend includes WinPixEventRuntime on debug builds, but linking to that lib in CMake builds where previously dependent on ENABLE_OPENGL, which if disabled would cause the build to fail.
MSBuild disables Vulkan, OpenGL & RAIntegration for ARM builds
The OGL compatibility layer is buggy and doesn't render correctly.
It seems that barrier draws cause device loss on Adreno's Vulkan drivers.
RAIntegration currently do not provide an ARM64 dll.
On Windows, we build arm deps to deps-arm64, ensure CMake copies from this directory for WoA builds.
Suggested Testing Steps
Test building for ARM
Test that it runs (or walks given the missing jit)
Test video recording on the different codecs
Did you use AI to help find, test, or implement this issue or feature?
No