Stop building GLExtensions.cpp twice(One in GL, one in software). We don't need to build it twice, this'll save a bit of time in the build process.

Also a bit of spacing cleanup.
This commit is contained in:
Ryan Houdek 2014-01-19 11:06:53 -06:00
parent 6ad4c0efa6
commit 683dbc09ac
2 changed files with 38 additions and 39 deletions

View File

@ -1,18 +1,18 @@
set(SRCS GLExtensions/GLExtensions.cpp set(SRCS GLExtensions/GLExtensions.cpp
FramebufferManager.cpp FramebufferManager.cpp
GLUtil.cpp GLUtil.cpp
main.cpp main.cpp
NativeVertexFormat.cpp NativeVertexFormat.cpp
PerfQuery.cpp PerfQuery.cpp
PostProcessing.cpp PostProcessing.cpp
ProgramShaderCache.cpp ProgramShaderCache.cpp
RasterFont.cpp RasterFont.cpp
Render.cpp Render.cpp
SamplerCache.cpp SamplerCache.cpp
StreamBuffer.cpp StreamBuffer.cpp
TextureCache.cpp TextureCache.cpp
TextureConverter.cpp TextureConverter.cpp
VertexManager.cpp) VertexManager.cpp)
set(LIBS videocommon set(LIBS videocommon
SOIL SOIL

View File

@ -1,27 +1,26 @@
set(SRCS ../OGL/GLExtensions/GLExtensions.cpp set(SRCS BPMemLoader.cpp
BPMemLoader.cpp Clipper.cpp
Clipper.cpp SWCommandProcessor.cpp
SWCommandProcessor.cpp CPMemLoader.cpp
CPMemLoader.cpp DebugUtil.cpp
DebugUtil.cpp EfbCopy.cpp
EfbCopy.cpp EfbInterface.cpp
EfbInterface.cpp HwRasterizer.cpp
HwRasterizer.cpp SWmain.cpp
SWmain.cpp OpcodeDecoder.cpp
OpcodeDecoder.cpp SWPixelEngine.cpp
SWPixelEngine.cpp RasterFont.cpp
RasterFont.cpp Rasterizer.cpp
Rasterizer.cpp SWRenderer.cpp
SWRenderer.cpp SetupUnit.cpp
SetupUnit.cpp SWStatistics.cpp
SWStatistics.cpp Tev.cpp
Tev.cpp TextureEncoder.cpp
TextureEncoder.cpp TextureSampler.cpp
TextureSampler.cpp TransformUnit.cpp
TransformUnit.cpp SWVertexLoader.cpp
SWVertexLoader.cpp SWVideoConfig.cpp
SWVideoConfig.cpp XFMemLoader.cpp)
XFMemLoader.cpp)
if(wxWidgets_FOUND) if(wxWidgets_FOUND)
set(SRCS ${SRCS} VideoConfigDialog.cpp) set(SRCS ${SRCS} VideoConfigDialog.cpp)