mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-26 14:01:02 +00:00
fixed the Windows build and updated the build docs
- no absolute paths in the pre-build commands for compiling HLSL shaders - can set a custom fxc.exe path through the FXCPATH environment variable
This commit is contained in:
parent
7b01f8b8d3
commit
c8205f9e4e
4 changed files with 67 additions and 94 deletions
44
build.md
44
build.md
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@ -5,8 +5,8 @@
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There are 3 supported build toolchains:
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- Visual C++ on Windows x64 and x86
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- GCC on Linux x64
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- GCC on FreeBSD x64
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- GCC or Clang on Linux x64
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- Clang or GCC on FreeBSD x64
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## Directories
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@ -22,6 +22,9 @@ There are 3 supported build toolchains:
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- The %QUAKE3DIR% environment variable must be defined to the absolute path to copy the .exe and .pdb files to
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- NASM.exe is in your path for building the client
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- One of the following is true:
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- The %FXCPATH% environment variable contains the full path to fxc.exe
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- The June 2010 DirectX SDK is installed
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**Options**
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@ -42,9 +45,10 @@ Here's an example batch script for opening the Visual Studio solution:
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cd cnq3\makefiles\windows_vs2013
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set QUAKE3DIR=G:\CPMA_tests
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set CPMADIR=cpma_dev
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set FXCPATH=C:\Program Files (x86)\Windows Kits\8.1\bin\x64\fxc.exe
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cnq3.sln
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```
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With this set-up, you can press F5 and run the engine on the right q3 install and right mod folder immediately.
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With this set-up, you can press F5 and run the engine through the Visual C++ debugger on the right q3 install and right mod folder immediately.
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## Building on Linux / FreeBSD with GCC
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@ -54,8 +58,7 @@ With this set-up, you can press F5 and run the engine on the right q3 install an
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|:------|:------:|:------:|:---------------|:----------------|
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| NASM | X | X | nasm | nasm |
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| SDL 2 | | X | libsdl2-dev | sdl2 |
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On FreeBSD, we link against libexecinfo for the backtrace functions. We thus require FreeBSD 10.0 as a minimum target.
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On FreeBSD, we link against libexecinfo for the backtrace functions. We thus require FreeBSD 10.0 or later.
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**Options**
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@ -69,22 +72,31 @@ With this set-up, you can press F5 and run the engine on the right q3 install an
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**Notes**
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- To create the QUAKE3DIR variable in the build shell, you can use `export QUAKE3DIR=~/games/q3`.
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- To delete the variable from the build shell, you can use `unset QUAKE3DIR`.
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- To create the QUAKE3DIR variable in the build shell, you can use `export QUAKE3DIR=~/games/q3`
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- To delete the variable from the build shell, you can use `unset QUAKE3DIR`
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- On FreeBSD, Clang is now the default compiler
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- For most Linux distros, GCC is still the default compiler
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- To force building with Clang, you can use `CC=clang CXX=clang++` as make/gmake arguments
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- To force building with GCC, you can use `CC=gcc CXX=g++` as make/gmake arguments
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- You don't have to specify $(CPP), it's not used by any of the makefiles
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## Environment variables
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There are 2 environment variables used for compiling and debugging:
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There are 3 environment variables used for compiling and debugging:
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| Env. Var. | Meaning | Example |
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|:----------|:------------------------|:------------|
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| QUAKE3DIR | absolute directory path | C:\Games\Q3 |
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| CPMADIR | mod folder name | cpma |
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| Env. Var. | Meaning | Example |
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|:----------|:------------------------|:--------------------------------------------------------|
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| QUAKE3DIR | absolute directory path | C:\Games\Q3 |
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| CPMADIR | mod folder name | cpma |
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| FXCPATH | full fxc.exe file path | C:\Program Files (x86)\Windows Kits\8.1\bin\x64\fxc.exe |
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| Env. Var. | Windows | Linux / FreeBSD |
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|:----------|:-----------------------|:----------------|
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| QUAKE3DIR | required for building | optional |
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| CPMADIR | required for debugging | unused |
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| Env. Var. | Windows | Linux / FreeBSD |
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|:----------|:-------------------------|:----------------------|
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| QUAKE3DIR | required for building | optional for building |
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| CPMADIR | required for debugging | unused |
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| FXCPATH | required for building(1) | unused |
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1) FXCPATH is optional if you have the June 2010 DirectX SDK installed.
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## Building with other compilers
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4
makefiles/compile_shader.cmd
Normal file
4
makefiles/compile_shader.cmd
Normal file
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@echo off
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set fxc="%FXCPATH%"
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if "%FXCPATH%"=="" set fxc="%DXSDK_DIR%Utilities\\bin\\x86\\fxc.exe"
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%fxc% %*
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@ -5,8 +5,8 @@ premake 5.0.0-alpha10
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There are 3 supported build toolchains:
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- Visual C++ on Windows x64 and x86
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- GCC on Linux x64
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- GCC on FreeBSD x64
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- GCC or Clang on Linux x64
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- Clang or GCC on FreeBSD x64
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@TODO: prevent UNICODE and _UNICODE from being #define'd with premake
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@TODO: enable Minimal Rebuild from premake (instead of adding /Gm)
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release = "/O3"
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}
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local fxc_path = "\"$(DXSDK_DIR)Utilities\\bin\\x86\\fxc.exe\""
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local fxc_path = "..\\compile_shader.cmd"
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local extra_options = "%{extra_fxc_options_map[cfg.buildcfg]}"..options
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local name_suffix = suffix
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local target = string.format("%s_%s", shaderType, version)
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local entry_point = string.format("%s_main", shaderType)
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local var_name = string.format("g_%s%s_%s", name, name_suffix, shaderType)
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local abs_path_hlsl = os.realpath(path_src.."\\renderer\\hlsl")
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local input_file_name = string.format("%s\\%s.hlsl", abs_path_hlsl, name)
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local output_file_name = string.format("%s\\%s%s_%s.h", abs_path_hlsl, name, name_suffix, shaderType)
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local path_hlsl = string.format("%s\\renderer\\hlsl", path.translate(make_path_src))
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local input_file_name = string.format("%s\\%s.hlsl", path_hlsl, name)
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local output_file_name = string.format("%s\\%s%s_%s.h", path_hlsl, name, name_suffix, shaderType)
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return string.format("%s %s /nologo /T %s /E %s /Vn %s /Fh %s %s", fxc_path, input_file_name, target, entry_point, var_name, output_file_name, extra_options)
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@ -475,8 +475,11 @@ local function ApplyExeProjectSettings(exeName, server)
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filter { }
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if os.is("windows") then
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prebuildcommands { path.translate(CreateGitPreBuildCommand(".cmd"), "\\") }
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postbuildcommands { path.translate(CreateExeCopyPostBuildCommand("copy", exeName, ".exe"), "\\") }
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postbuildcommands { path.translate(WIN_CreatePdbCopyPostBuildCommand(exeName), "\\") }
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postbuildcommands
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{
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path.translate(CreateExeCopyPostBuildCommand("copy", exeName, ".exe"), "\\"),
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path.translate(WIN_CreatePdbCopyPostBuildCommand(exeName), "\\")
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}
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else
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prebuildcommands { CreateGitPreBuildCommand(".sh") }
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postbuildcommands { string.format("if [ -n \"$$%s\" ]; then %s; fi",
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@ -752,20 +755,26 @@ solution "cnq3"
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buildoptions { "-std=c++98" }
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if os.is("windows") then
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filter "action:vs*"
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prebuildcommands { WIN_CreateShaderPreBuildCommand("generic", "vs", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", " /DCNQ3_A2C=1", "_a") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", " /DCNQ3_DITHER=1", "_d") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", " /DCNQ3_A2C=1 /DCNQ3_DITHER=1", "_ad") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("post", "vs", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("post", "ps", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("dl", "vs", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("dl", "ps", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("sprite", "vs", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("sprite", "ps", "4_1", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("mip_start", "cs", "5_0", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("mip_pass", "cs", "5_0", "", "") }
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prebuildcommands { WIN_CreateShaderPreBuildCommand("mip_end", "cs", "5_0", "", "") }
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local commands =
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{
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WIN_CreateShaderPreBuildCommand("generic", "vs", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", " /DCNQ3_A2C=1", "_a"),
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WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", " /DCNQ3_DITHER=1", "_d"),
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WIN_CreateShaderPreBuildCommand("generic", "ps", "4_1", " /DCNQ3_A2C=1 /DCNQ3_DITHER=1", "_ad"),
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WIN_CreateShaderPreBuildCommand("post", "vs", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("post", "ps", "4_1", "", ""),
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WIN_CreateShaderPreBuildCommand("dl", "vs", "4_1", "", ""),
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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("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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}
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-- premake doesn't want to spit one Command XML element per pre-build command
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-- we generate a full single-line batch command to get around that in the saddest way...
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prebuildcommands { table.concat(commands, " && ") }
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end
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project "libjpeg-turbo"
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<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
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</Lib>
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<PreBuildEvent>
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<Command>"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_vs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ps.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_a_ps.h /O0 /Zi /DCNQ3_A2C=1
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_d_ps.h /O0 /Zi /DCNQ3_DITHER=1
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ad_ps.h /O0 /Zi /DCNQ3_A2C=1 /DCNQ3_DITHER=1
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_vs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_ps.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_vs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_ps.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_vs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_ps.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start_cs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass_cs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_end_cs.h /O0 /Zi</Command>
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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>
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</PreBuildEvent>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">
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@ -155,20 +142,7 @@
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<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
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</Lib>
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<PreBuildEvent>
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<Command>"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_vs.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ps.h /O0 /Zi
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_a_ps.h /O0 /Zi /DCNQ3_A2C=1
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_d_ps.h /O0 /Zi /DCNQ3_DITHER=1
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ad_ps.h /O0 /Zi /DCNQ3_A2C=1 /DCNQ3_DITHER=1
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"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_vs.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_ps.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_vs.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_ps.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_vs.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_ps.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start_cs.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass_cs.h /O0 /Zi
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh C:\Code\cpma_dev\cnq3\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\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'">
|
||||
|
@ -203,20 +177,7 @@
|
|||
<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
|
||||
</Lib>
|
||||
<PreBuildEvent>
|
||||
<Command>"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_a_ps.h /O3 /DCNQ3_A2C=1
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_d_ps.h /O3 /DCNQ3_DITHER=1
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ad_ps.h /O3 /DCNQ3_A2C=1 /DCNQ3_DITHER=1
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start_cs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass_cs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh C:\Code\cpma_dev\cnq3\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\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'">
|
||||
|
@ -252,20 +213,7 @@
|
|||
<AdditionalOptions> %(AdditionalOptions)</AdditionalOptions>
|
||||
</Lib>
|
||||
<PreBuildEvent>
|
||||
<Command>"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_generic_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_a_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_a_ps.h /O3 /DCNQ3_A2C=1
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_d_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_d_ps.h /O3 /DCNQ3_DITHER=1
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_generic_ad_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\generic_ad_ps.h /O3 /DCNQ3_A2C=1 /DCNQ3_DITHER=1
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_post_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_post_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\post_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_dl_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_dl_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\dl_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T vs_4_1 /E vs_main /Vn g_sprite_vs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_vs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite.hlsl /nologo /T ps_4_1 /E ps_main /Vn g_sprite_ps /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\sprite_ps.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_start_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_start_cs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_pass_cs /Fh C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_pass_cs.h /O3
|
||||
"$(DXSDK_DIR)Utilities\bin\x86\fxc.exe" C:\Code\cpma_dev\cnq3\code\renderer\hlsl\mip_end.hlsl /nologo /T cs_5_0 /E cs_main /Vn g_mip_end_cs /Fh C:\Code\cpma_dev\cnq3\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\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>
|
||||
|
|
Loading…
Reference in a new issue