mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2025-02-17 01:11:20 +00:00
fixed D3D11 partial render target clears
viewport/scissor settings do NOT apply to: - ClearDepthStencilView - ClearRenderTargetView hence this fix
This commit is contained in:
parent
05d92ab6f0
commit
6fcabd83b7
6 changed files with 201 additions and 19 deletions
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@ -2,6 +2,12 @@
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See the end of this file for known issues.
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DD Mmm 20 - 1.53
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fix: with r_backend D3D11, partial clears incorrectly affected entire render targets
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this was creating black views in CPMA multi-view with r_fastsky 1
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01 Jun 20 - 1.52
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add: FreeBSD x64 support
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47
code/renderer/hlsl/clear.hlsl
Normal file
47
code/renderer/hlsl/clear.hlsl
Normal file
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@ -0,0 +1,47 @@
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/*
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===========================================================================
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Copyright (C) 2020 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// partial depth/color clear vertex and pixel shaders
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struct VOut
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{
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float4 position : SV_Position;
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};
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VOut vs_main(uint id : SV_VertexID)
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{
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VOut output;
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output.position.x = -1.0 + 2.0 * (float)(id / 2);
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output.position.y = -1.0 + 2.0 * (float)(id % 2);
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output.position.z = 1.0;
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output.position.w = 1.0;
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return output;
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}
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cbuffer PixelShaderBuffer
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{
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float4 color;
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};
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float4 ps_main(VOut input) : SV_TARGET
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{
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return color;
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}
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@ -59,6 +59,8 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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#include "hlsl/generic_ad_ps.h"
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#include "hlsl/post_vs.h"
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#include "hlsl/post_ps.h"
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#include "hlsl/clear_vs.h"
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#include "hlsl/clear_ps.h"
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#include "hlsl/dl_vs.h"
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#include "hlsl/dl_ps.h"
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#include "hlsl/sprite_vs.h"
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@ -98,6 +100,9 @@ static ShaderDesc genericPixelShaders[4] =
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#define BLEND_STATE_COUNT (D3D11_BLEND_SRC_ALPHA_SAT + 1)
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// a special addition used by the partial depth clear pass
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#define GLS_DEPTHFUNC_ALWAYS 0x80000000
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/*
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Current info:
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@ -129,6 +134,7 @@ enum PipelineId
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PID_DYNAMIC_LIGHT,
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PID_POST_PROCESS,
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PID_SCREENSHOT,
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PID_CLEAR,
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PID_COUNT
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};
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@ -156,6 +162,14 @@ enum TextureMode
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TM_COUNT
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};
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enum DepthFunc
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{
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DF_LEQUAL,
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DF_EQUAL,
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DF_ALWAYS,
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DF_COUNT
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};
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// @NOTE: MSDN says "you must set the ByteWidth value of D3D11_BUFFER_DESC in multiples of 16"
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#pragma pack(push, 16)
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@ -227,6 +241,11 @@ struct PostPSData
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float dummy;
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};
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struct ClearPSData
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{
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float color[4];
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};
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struct Down4CSData
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{
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float weights[4];
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@ -306,6 +325,7 @@ struct Direct3D
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// constant buffer data
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PostVSData postVSData;
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PostPSData postPSData;
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ClearPSData clearPSData;
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float modelViewMatrix[16];
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float projectionMatrix[16];
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float clipPlane[4];
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@ -331,12 +351,14 @@ struct Direct3D
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ID3D11BlendState* blendStates[2 * BLEND_STATE_COUNT * BLEND_STATE_COUNT];
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int blendStateIndex;
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ID3D11DepthStencilState* depthStencilStates[8];
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ID3D11DepthStencilState* depthStencilStates[2 * 2 * DF_COUNT];
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int depthStencilStateIndex;
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ID3D11RasterizerState* rasterStates[12];
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int rasterStateIndex;
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D3D11_PRIMITIVE_TOPOLOGY topology;
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Pipeline pipelines[PID_COUNT];
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PipelineId pipelineIndex;
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@ -547,6 +569,31 @@ static AlphaTest GetAlphaTest(unsigned int stateBits)
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}
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}
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static DepthFunc GetDepthFunc(unsigned int stateBits)
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{
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if(stateBits & GLS_DEPTHFUNC_ALWAYS)
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{
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return DF_ALWAYS;
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}
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if(stateBits & GLS_DEPTHFUNC_EQUAL)
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{
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return DF_EQUAL;
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}
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return DF_LEQUAL;
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}
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static D3D11_COMPARISON_FUNC GetDepthComparison(DepthFunc depthFunc)
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{
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switch(depthFunc)
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{
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case DF_ALWAYS: return D3D11_COMPARISON_ALWAYS;
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case DF_EQUAL: return D3D11_COMPARISON_EQUAL;
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default: return D3D11_COMPARISON_LESS_EQUAL;
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}
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}
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static D3D11_TEXTURE_ADDRESS_MODE GetTextureAddressMode(textureWrap_t wrap)
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{
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switch(wrap)
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@ -727,6 +774,10 @@ static void UploadPendingShaderData()
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ResetShaderData(pipeline->vertexBuffer, &d3d.postVSData, sizeof(d3d.postVSData));
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ResetShaderData(pipeline->pixelBuffer, &d3d.postPSData, sizeof(d3d.postPSData));
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}
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else if(pid == PID_CLEAR)
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{
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ResetShaderData(pipeline->pixelBuffer, &d3d.clearPSData, sizeof(d3d.clearPSData));
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}
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}
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static int ComputeSamplerStateIndex(int textureWrap, int textureMode)
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d3d.samplerStateIndices[slot] = index;
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}
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static void ApplyPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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if(topology == d3d.topology)
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{
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return;
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}
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d3ds.context->IASetPrimitiveTopology(topology);
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d3d.topology = topology;
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}
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static void DrawIndexed(int indexCount)
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{
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if(d3d.splitBufferOffsets)
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index = PID_POST_PROCESS;
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}
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const D3D11_PRIMITIVE_TOPOLOGY topology =
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index == PID_CLEAR ?
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP :
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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ApplyPrimitiveTopology(topology);
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Pipeline* const pipeline = &d3d.pipelines[index];
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if(pipeline->inputLayout)
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{
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@ -971,14 +1039,14 @@ static void ApplyBlendState(D3D11_BLEND srcBlend, D3D11_BLEND dstBlend, qbool ap
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d3d.blendStateIndex = index;
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}
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static int ComputeDepthStencilStateIndex(int disableDepth, int funcEqual, int maskTrue)
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static int ComputeDepthStencilStateIndex(int disableDepth, int depthFunc, int maskTrue)
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{
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return disableDepth | (funcEqual << 1) | (maskTrue << 2);
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return depthFunc + (disableDepth + (maskTrue * 2)) * DF_COUNT;
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}
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static void ApplyDepthStencilState(qbool disableDepth, qbool funcEqual, qbool maskTrue)
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static void ApplyDepthStencilState(qbool disableDepth, DepthFunc depthFunc, qbool maskTrue)
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{
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const int index = ComputeDepthStencilStateIndex(disableDepth, funcEqual, maskTrue);
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const int index = ComputeDepthStencilStateIndex(disableDepth, (int)depthFunc, maskTrue);
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if(index == d3d.depthStencilStateIndex)
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{
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return;
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@ -1022,9 +1090,9 @@ static void ApplyState(unsigned int stateBits, cullType_t cullType, qbool polygo
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}
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const qbool disableDepth = (stateBits & GLS_DEPTHTEST_DISABLE) ? 1 : 0;
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const qbool funcEqual = (stateBits & GLS_DEPTHFUNC_EQUAL) ? 1 : 0;
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const DepthFunc depthFunc = GetDepthFunc(stateBits);
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const qbool maskTrue = (stateBits & GLS_DEPTHMASK_TRUE) ? 1 : 0;
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ApplyDepthStencilState(disableDepth, funcEqual, maskTrue);
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ApplyDepthStencilState(disableDepth, depthFunc, maskTrue);
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// fix up the cull mode for mirrors
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if(backEnd.viewParms.isMirror)
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@ -1369,6 +1437,7 @@ static qbool GAL_Init()
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D3D11_CreateInputLayout(genericInputLayoutDesc, ARRAY_LEN(genericInputLayoutDesc), g_generic_vs, ARRAY_LEN(g_generic_vs), &d3d.pipelines[PID_GENERIC].inputLayout, "generic input layout");
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d3ds.context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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d3d.topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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const int maxVertexCount = SHADER_MAX_VERTEXES;
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const int maxIndexCount = SHADER_MAX_INDEXES;
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// create all the depth/stencil states
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for(int disableDepth = 0; disableDepth < 2; ++disableDepth)
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{
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for(int funcEqual = 0; funcEqual < 2; ++funcEqual)
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for(int depthFunc = 0; depthFunc < DF_COUNT; ++depthFunc)
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{
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for(int maskTrue = 0; maskTrue < 2; ++maskTrue)
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{
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const int index = ComputeDepthStencilStateIndex(disableDepth, funcEqual, maskTrue);
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const int index = ComputeDepthStencilStateIndex(disableDepth, depthFunc, maskTrue);
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ID3D11DepthStencilState* depthState;
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D3D11_DEPTH_STENCIL_DESC depthDesc;
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ZeroMemory(&depthDesc, sizeof(depthDesc));
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depthDesc.DepthEnable = disableDepth ? FALSE : TRUE;
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depthDesc.DepthFunc = funcEqual ? D3D11_COMPARISON_EQUAL : D3D11_COMPARISON_LESS_EQUAL;
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depthDesc.DepthFunc = GetDepthComparison((DepthFunc)depthFunc);
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depthDesc.DepthWriteMask = maskTrue ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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depthDesc.StencilEnable = FALSE;
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hr = d3ds.device->CreateDepthStencilState(&depthDesc, &depthState);
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pixelShaderBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11_CreateBuffer(&pixelShaderBufferDesc, NULL, &d3d.pipelines[PID_POST_PROCESS].pixelBuffer, "post-process pixel shader buffer");
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//
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// partial render target clears
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//
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D3D11_CreateVertexShader(g_clear_vs, ARRAY_LEN(g_clear_vs), NULL, &d3d.pipelines[PID_CLEAR].vertexShader, "clear vertex shader");
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D3D11_CreatePixelShader(g_clear_ps, ARRAY_LEN(g_clear_ps), NULL, &d3d.pipelines[PID_CLEAR].pixelShader, "clear pixel shader");
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ZeroMemory(&pixelShaderBufferDesc, sizeof(pixelShaderBufferDesc));
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pixelShaderBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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pixelShaderBufferDesc.ByteWidth = sizeof(d3d.clearPSData);
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pixelShaderBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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pixelShaderBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11_CreateBuffer(&pixelShaderBufferDesc, NULL, &d3d.pipelines[PID_CLEAR].pixelBuffer, "clear pixel shader buffer");
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//
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// dynamic lights
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//
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ApplyState(GLS_DEFAULT_2D, CT_TWO_SIDED, qfalse);
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}
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static void ClearViews(qbool shouldClearColor, const FLOAT* clearColor)
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{
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// Direct3D 11.1 does provide support for partial clears for color and depth-only views.
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// However, depth/stencil views are not supported so we can't use that right now.
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// Getting rid of the stencil buffer is definitely on the cards.
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const qbool fullClear =
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backEnd.viewParms.viewportX == 0 &&
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backEnd.viewParms.viewportY == 0 &&
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backEnd.viewParms.viewportWidth == glConfig.vidWidth &&
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backEnd.viewParms.viewportHeight == glConfig.vidHeight;
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if(fullClear)
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{
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d3ds.context->ClearDepthStencilView(d3d.depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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if(shouldClearColor)
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{
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d3ds.context->ClearRenderTargetView(d3d.renderTargetViewMS, clearColor);
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}
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}
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else
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{
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const unsigned int stateBits =
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GLS_DEPTHMASK_TRUE | GLS_DEPTHFUNC_ALWAYS |
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GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
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ApplyPipeline(PID_CLEAR);
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ApplyState(stateBits, CT_TWO_SIDED, qfalse);
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d3d.clearPSData.color[0] = clearColor[0];
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d3d.clearPSData.color[1] = clearColor[1];
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d3d.clearPSData.color[2] = clearColor[2];
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d3d.clearPSData.color[3] = shouldClearColor ? 1.0f : 0.0f;
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UploadPendingShaderData();
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d3ds.context->Draw(4, 0);
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ApplyPipeline(PID_GENERIC);
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}
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}
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static void GAL_Begin3D()
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{
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ApplyPipeline(PID_GENERIC);
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memcpy(d3d.projectionMatrix, backEnd.viewParms.projectionMatrix, sizeof(d3d.projectionMatrix));
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ApplyViewportAndScissor(backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight, glConfig.vidHeight);
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d3ds.context->ClearDepthStencilView(d3d.depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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qbool shouldClearColor = qfalse;
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FLOAT clearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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if(backEnd.refdef.rdflags & RDF_HYPERSPACE)
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{
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const FLOAT c = RB_HyperspaceColor();
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const FLOAT clearColor[4] = { c, c, c, 1.0f };
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d3ds.context->ClearRenderTargetView(d3d.renderTargetViewMS, clearColor);
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clearColor[0] = c;
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clearColor[1] = c;
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clearColor[2] = c;
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shouldClearColor = qtrue;
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}
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else if(r_fastsky->integer && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
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{
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const FLOAT clearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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d3ds.context->ClearRenderTargetView(d3d.renderTargetViewMS, clearColor);
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shouldClearColor = qtrue;
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}
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ClearViews(shouldClearColor, clearColor);
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if(backEnd.viewParms.isPortal)
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{
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@ -768,6 +768,8 @@ solution "cnq3"
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WIN_CreateShaderPreBuildCommand("dl", "ps", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("sprite", "vs", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("sprite", "ps", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("clear", "vs", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("clear", "ps", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("mip_start", "cs", "5_0", "", ""),
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WIN_CreateShaderPreBuildCommand("mip_pass", "cs", "5_0", "", ""),
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WIN_CreateShaderPreBuildCommand("mip_end", "cs", "5_0", "", "")
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@ -117,7 +117,7 @@
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<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
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</Lib>
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<PreBuildEvent>
|
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<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O0 /Zi /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O0 /Zi /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O0 /Zi /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O0 /Zi</Command>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O0 /Zi /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O0 /Zi /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O0 /Zi /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_clear_vs /Fh ..\..\code\renderer\hlsl\clear_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_clear_ps /Fh ..\..\code\renderer\hlsl\clear_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O0 /Zi</Command>
|
||||
</PreBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">
|
||||
|
@ -142,7 +142,7 @@
|
|||
<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
|
||||
</Lib>
|
||||
<PreBuildEvent>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O0 /Zi /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O0 /Zi /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O0 /Zi /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O0 /Zi</Command>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O0 /Zi /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O0 /Zi /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O0 /Zi /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_clear_vs /Fh ..\..\code\renderer\hlsl\clear_vs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_clear_ps /Fh ..\..\code\renderer\hlsl\clear_ps.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O0 /Zi && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O0 /Zi</Command>
|
||||
</PreBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='release|x64'">
|
||||
|
@ -177,7 +177,7 @@
|
|||
<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
|
||||
</Lib>
|
||||
<PreBuildEvent>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O3 /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O3 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O3 /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O3</Command>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O3 /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O3 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O3 /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_clear_vs /Fh ..\..\code\renderer\hlsl\clear_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_clear_ps /Fh ..\..\code\renderer\hlsl\clear_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O3</Command>
|
||||
</PreBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='release|Win32'">
|
||||
|
@ -213,7 +213,7 @@
|
|||
<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
|
||||
</Lib>
|
||||
<PreBuildEvent>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O3 /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O3 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O3 /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O3</Command>
|
||||
<Command>..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh ..\..\code\renderer\hlsl\generic_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh ..\..\code\renderer\hlsl\generic_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh ..\..\code\renderer\hlsl\generic_a_ps.h /O3 /DCNQ3_A2C=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh ..\..\code\renderer\hlsl\generic_d_ps.h /O3 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh ..\..\code\renderer\hlsl\generic_ad_ps.h /O3 /DCNQ3_A2C=1 /DCNQ3_DITHER=1 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh ..\..\code\renderer\hlsl\post_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh ..\..\code\renderer\hlsl\post_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh ..\..\code\renderer\hlsl\dl_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh ..\..\code\renderer\hlsl\dl_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh ..\..\code\renderer\hlsl\sprite_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh ..\..\code\renderer\hlsl\sprite_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_clear_vs /Fh ..\..\code\renderer\hlsl\clear_vs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\clear.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_clear_ps /Fh ..\..\code\renderer\hlsl\clear_ps.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh ..\..\code\renderer\hlsl\mip_start_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh ..\..\code\renderer\hlsl\mip_pass_cs.h /O3 && ..\compile_shader.cmd ..\..\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh ..\..\code\renderer\hlsl\mip_end_cs.h /O3</Command>
|
||||
</PreBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
|
@ -248,6 +248,7 @@
|
|||
<ClCompile Include="..\..\code\renderer\tr_world.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\code\renderer\hlsl\clear.hlsl" />
|
||||
<None Include="..\..\code\renderer\hlsl\dl.hlsl" />
|
||||
<None Include="..\..\code\renderer\hlsl\generic.hlsl" />
|
||||
<None Include="..\..\code\renderer\hlsl\mip_end.hlsl" />
|
||||
|
|
|
@ -37,6 +37,9 @@
|
|||
<ClCompile Include="..\..\code\renderer\tr_world.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\code\renderer\hlsl\clear.hlsl">
|
||||
<Filter>hlsl</Filter>
|
||||
</None>
|
||||
<None Include="..\..\code\renderer\hlsl\dl.hlsl">
|
||||
<Filter>hlsl</Filter>
|
||||
</None>
|
||||
|
|
Loading…
Reference in a new issue