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https://github.com/id-Software/DOOM-3-BFG.git
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Fixed compile problems with -DSTANDALONE flag
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8db4752fc0
commit
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4 changed files with 26 additions and 8 deletions
6
neo/cmake-vs2022-win64-standalone.bat
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6
neo/cmake-vs2022-win64-standalone.bat
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@ -0,0 +1,6 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Visual Studio 17" -A x64 -DFFMPEG=OFF -DBINKDEC=ON -DSTANDALONE=ON ../neo
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pause
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@ -44,7 +44,7 @@ If you have questions concerning this license or the applicable additional terms
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// RB end
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// jmarshall
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#define ENGINE_BRANCH "Retro 80s/90s"
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#define ENGINE_BRANCH "master"
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// jmarshall end
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#ifdef STANDALONE
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@ -2211,10 +2211,12 @@ void idRenderSystemLocal::Shutdown()
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// SRS - wait for fence to hit before freeing any resources the GPU may be using, otherwise get Vulkan validation layer errors on shutdown
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// SRS - skip this step if we are in a Doom Classic game
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#if defined(USE_DOOMCLASSIC)
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if( common->GetCurrentGame() == DOOM3_BFG )
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{
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backend.GL_BlockingSwapBuffers();
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}
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#endif
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// free the vertex cache, which should have nothing allocated now
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vertexCache.Shutdown();
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@ -31,10 +31,20 @@ source_group("global" FILES ${globalshaders})
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source_group("user" FILES ${usershaders})
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compile_shaders_all_platforms(
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TARGET Shaders
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CONFIG ${CMAKE_CURRENT_SOURCE_DIR}/shaders.cfg
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OUTPUT_BASE ${CMAKE_CURRENT_SOURCE_DIR}/../../base/renderprogs2 # This path scheme is a bit odd.
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SHADER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}
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SOURCES ${shaders}
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)
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if(STANDALONE)
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compile_shaders_all_platforms(
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TARGET Shaders
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CONFIG ${CMAKE_CURRENT_SOURCE_DIR}/shaders.cfg
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OUTPUT_BASE ${CMAKE_CURRENT_SOURCE_DIR}/../../content/renderprogs2
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SHADER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}
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SOURCES ${shaders}
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)
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else()
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compile_shaders_all_platforms(
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TARGET Shaders
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CONFIG ${CMAKE_CURRENT_SOURCE_DIR}/shaders.cfg
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OUTPUT_BASE ${CMAKE_CURRENT_SOURCE_DIR}/../../base/renderprogs2 # This path scheme is a bit odd.
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SHADER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}
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SOURCES ${shaders}
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)
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endif()
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