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:
parent
6ad4c0efa6
commit
683dbc09ac
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@ -1,18 +1,18 @@
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set(SRCS GLExtensions/GLExtensions.cpp
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set(SRCS GLExtensions/GLExtensions.cpp
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FramebufferManager.cpp
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FramebufferManager.cpp
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GLUtil.cpp
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GLUtil.cpp
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main.cpp
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main.cpp
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NativeVertexFormat.cpp
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NativeVertexFormat.cpp
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PerfQuery.cpp
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PerfQuery.cpp
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PostProcessing.cpp
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PostProcessing.cpp
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ProgramShaderCache.cpp
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ProgramShaderCache.cpp
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RasterFont.cpp
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RasterFont.cpp
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Render.cpp
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Render.cpp
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SamplerCache.cpp
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SamplerCache.cpp
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StreamBuffer.cpp
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StreamBuffer.cpp
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TextureCache.cpp
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TextureCache.cpp
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TextureConverter.cpp
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TextureConverter.cpp
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VertexManager.cpp)
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VertexManager.cpp)
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set(LIBS videocommon
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set(LIBS videocommon
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SOIL
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SOIL
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@ -1,27 +1,26 @@
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set(SRCS ../OGL/GLExtensions/GLExtensions.cpp
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set(SRCS BPMemLoader.cpp
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BPMemLoader.cpp
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Clipper.cpp
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Clipper.cpp
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SWCommandProcessor.cpp
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SWCommandProcessor.cpp
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CPMemLoader.cpp
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CPMemLoader.cpp
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DebugUtil.cpp
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DebugUtil.cpp
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EfbCopy.cpp
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EfbCopy.cpp
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EfbInterface.cpp
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EfbInterface.cpp
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HwRasterizer.cpp
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HwRasterizer.cpp
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SWmain.cpp
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SWmain.cpp
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OpcodeDecoder.cpp
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OpcodeDecoder.cpp
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SWPixelEngine.cpp
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SWPixelEngine.cpp
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RasterFont.cpp
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RasterFont.cpp
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Rasterizer.cpp
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Rasterizer.cpp
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SWRenderer.cpp
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SWRenderer.cpp
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SetupUnit.cpp
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SetupUnit.cpp
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SWStatistics.cpp
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SWStatistics.cpp
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Tev.cpp
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Tev.cpp
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TextureEncoder.cpp
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TextureEncoder.cpp
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TextureSampler.cpp
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TextureSampler.cpp
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TransformUnit.cpp
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TransformUnit.cpp
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SWVertexLoader.cpp
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SWVertexLoader.cpp
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SWVideoConfig.cpp
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SWVideoConfig.cpp
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XFMemLoader.cpp)
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XFMemLoader.cpp)
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if(wxWidgets_FOUND)
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if(wxWidgets_FOUND)
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set(SRCS ${SRCS} VideoConfigDialog.cpp)
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set(SRCS ${SRCS} VideoConfigDialog.cpp)
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