mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Remove d3dx11 stuff and use d3dcompile
Using D3DX11 requires the end user to install the DirectX redist files. Switch to using D3DCompile, and distribute D3DCompiler_47.dll for Windows Vista, 7 and 8 users (Windows 8.1 onwards supplies D3DCompiler_47.dll with the OS).
This commit is contained in:
parent
8f4823d604
commit
2ec8d88d80
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@ -175,11 +175,11 @@ bool GSDevice11::Create(GSWnd* wnd)
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_CONVERT_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "convert.fx", "vs_main", NULL, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
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CompileShader((const char *)shader.data(), shader.size(), "convert.fx", nullptr, "vs_main", nullptr, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
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for(size_t i = 0; i < countof(m_convert.ps); i++)
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{
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CompileShader((const char *)shader.data(), shader.size(), "convert.fx", format("ps_main%d", i).c_str(), NULL, &m_convert.ps[i]);
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CompileShader((const char *)shader.data(), shader.size(), "convert.fx", nullptr, format("ps_main%d", i).c_str(), nullptr, &m_convert.ps[i]);
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}
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memset(&dsd, 0, sizeof(dsd));
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@ -208,7 +208,7 @@ bool GSDevice11::Create(GSWnd* wnd)
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theApp.LoadResource(IDR_MERGE_FX, shader);
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for(size_t i = 0; i < countof(m_merge.ps); i++)
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{
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CompileShader((const char *)shader.data(), shader.size(), "merge.fx", format("ps_main%d", i).c_str(), NULL, &m_merge.ps[i]);
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CompileShader((const char *)shader.data(), shader.size(), "merge.fx", nullptr, format("ps_main%d", i).c_str(), nullptr, &m_merge.ps[i]);
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}
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memset(&bsd, 0, sizeof(bsd));
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@ -237,7 +237,7 @@ bool GSDevice11::Create(GSWnd* wnd)
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theApp.LoadResource(IDR_INTERLACE_FX, shader);
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for(size_t i = 0; i < countof(m_interlace.ps); i++)
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{
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CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", format("ps_main%d", i).c_str(), NULL, &m_interlace.ps[i]);
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CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", nullptr, format("ps_main%d", i).c_str(), nullptr, &m_interlace.ps[i]);
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}
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// Shade Boost
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@ -252,7 +252,7 @@ bool GSDevice11::Create(GSWnd* wnd)
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str[1] = format("%d", ShadeBoost_Brightness);
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str[2] = format("%d", ShadeBoost_Contrast);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"SB_SATURATION", str[0].c_str()},
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{"SB_BRIGHTNESS", str[1].c_str()},
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@ -269,7 +269,7 @@ bool GSDevice11::Create(GSWnd* wnd)
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hr = m_dev->CreateBuffer(&bd, NULL, &m_shadeboost.cb);
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theApp.LoadResource(IDR_SHADEBOOST_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", "ps_main", macro, &m_shadeboost.ps);
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CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", nullptr, "ps_main", macro, &m_shadeboost.ps);
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// External fx shader
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@ -768,7 +768,7 @@ void GSDevice11::InitExternalFX()
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if (fshader.good())
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{
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shader << fshader.rdbuf();
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CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), "ps_main", NULL, &m_shaderfx.ps);
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CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", nullptr, &m_shaderfx.ps);
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}
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else
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{
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@ -811,7 +811,7 @@ void GSDevice11::InitFXAA()
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try {
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_FXAA_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", "ps_main", NULL, &m_fxaa.ps);
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CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", nullptr, "ps_main", nullptr, &m_fxaa.ps);
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}
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catch (GSDXRecoverableError) {
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printf("GSdx: failed to compile fxaa shader.\n");
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@ -1324,17 +1324,17 @@ void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11U
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}
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}
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
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{
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HRESULT hr;
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vector<D3D11_SHADER_MACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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CComPtr<ID3D11Blob> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.vs.c_str(), 0, 0, NULL, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll? nullptr : include, entry, m_shader.vs.c_str(), 0, 0, &shader, &error);
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if(error)
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{
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@ -1361,17 +1361,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
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}
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}
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
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{
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HRESULT hr;
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vector<D3D11_SHADER_MACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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CComPtr<ID3D11Blob> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.gs.c_str(), 0, 0, &shader, &error);
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if(error)
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{
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@ -1391,17 +1391,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
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}
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}
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count)
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count)
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{
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HRESULT hr;
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vector<D3D11_SHADER_MACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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CComPtr<ID3D11Blob> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.gs.c_str(), 0, 0, &shader, &error);
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if(error)
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{
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@ -1421,17 +1421,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
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}
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}
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps)
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void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
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{
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HRESULT hr;
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vector<D3D11_SHADER_MACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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CComPtr<ID3D11Blob> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.ps.c_str(), 0, 0, NULL, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.ps.c_str(), 0, 0, &shader, &error);
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if(error)
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{
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@ -1451,17 +1451,17 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char* fn,
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}
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}
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void GSDevice11::CompileShader(const char* source, size_t size, const char *fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs)
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void GSDevice11::CompileShader(const char* source, size_t size, const char *fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11ComputeShader** cs)
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{
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HRESULT hr;
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vector<D3D11_SHADER_MACRO> m;
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vector<D3D_SHADER_MACRO> m;
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PrepareShaderMacro(m, macro);
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CComPtr<ID3D11Blob> shader, error;
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CComPtr<ID3DBlob> shader, error;
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hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.cs.c_str(), 0, 0, NULL, &shader, &error, NULL);
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hr = s_pD3DCompile(source, size, fn, &m[0], s_old_d3d_compiler_dll ? nullptr : include, entry, m_shader.cs.c_str(), 0, 0, &shader, &error);
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if(error)
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{
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@ -1480,4 +1480,3 @@ void GSDevice11::CompileShader(const char* source, size_t size, const char *fn,
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throw GSDXRecoverableError();
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}
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}
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@ -227,10 +227,10 @@ public:
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operator ID3D11Device*() {return m_dev;}
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operator ID3D11DeviceContext*() {return m_ctx;}
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void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
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void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count);
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void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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void CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs);
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void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
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void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count);
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void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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void CompileShader(const char* source, size_t size, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11ComputeShader** cs);
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};
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@ -288,7 +288,7 @@ bool GSRendererCS::CreateDevice(GSDevice* dev_unk)
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// PS
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{NULL, NULL},
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};
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@ -297,7 +297,7 @@ bool GSRendererCS::CreateDevice(GSDevice* dev_unk)
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{
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_CS_FX, shader);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "ps_main0", macro, &m_ps0);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "ps_main0", macro, &m_ps0);
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}
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catch (GSDXRecoverableError)
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{
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@ -514,7 +514,7 @@ void GSRendererCS::Draw()
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str[0] = format("%d", vs_sel.tme);
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str[1] = format("%d", vs_sel.fst);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"VS_TME", str[0].c_str()},
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{"VS_FST", str[1].c_str()},
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@ -534,7 +534,7 @@ void GSRendererCS::Draw()
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_CS_FX, shader);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
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m_vs[vs_sel] = vs;
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}
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@ -571,7 +571,7 @@ void GSRendererCS::Draw()
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str[0] = format("%d", gs_sel.iip);
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str[1] = format("%d", j == 0 ? gs_sel.prim : GS_SPRITE_CLASS);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"GS_IIP", str[0].c_str()},
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{"GS_PRIM", str[1].c_str()},
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@ -580,7 +580,7 @@ void GSRendererCS::Draw()
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_CS_FX, shader);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "gs_main", macro, &gs[j]);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "gs_main", macro, &gs[j]);
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m_gs[gs_sel] = gs[j];
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}
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@ -611,7 +611,7 @@ void GSRendererCS::Draw()
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str[1] = format("%d", context->FRAME.PSM);
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str[2] = format("%d", context->ZBUF.PSM);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"PS_BATCH_SIZE", str[0].c_str()},
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{"PS_FPSM", str[1].c_str()},
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_CS_FX, shader);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", "ps_main1", macro, &ps[1]);
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dev->CompileShader((const char *)shader.data(), shader.size(), "cs.fx", nullptr, "ps_main1", macro, &ps[1]);
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m_ps1[ps_sel] = ps[1];
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}
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@ -96,7 +96,7 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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str[2] = format("%d", sel.fst);
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str[3] = format("%d", sel.rtcopy);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"VS_BPPZ", str[0].c_str()},
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{"VS_TME", str[1].c_str()},
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@ -120,7 +120,7 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_TFX_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
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CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", nullptr, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
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m_vs[sel] = vs;
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@ -158,7 +158,7 @@ void GSDevice11::SetupGS(GSSelector sel)
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str[0] = format("%d", sel.iip);
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str[1] = format("%d", sel.prim);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"GS_IIP", str[0].c_str()},
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{"GS_PRIM", str[1].c_str()},
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@ -167,7 +167,7 @@ void GSDevice11::SetupGS(GSSelector sel)
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vector<unsigned char> shader;
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theApp.LoadResource(IDR_TFX_FX, shader);
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CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "gs_main", macro, &gs);
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CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", nullptr, "gs_main", macro, &gs);
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m_gs[sel] = gs;
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}
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@ -205,7 +205,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
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str[18] = format("%d", sel.shuffle);
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str[19] = format("%d", sel.read_ba);
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D3D11_SHADER_MACRO macro[] =
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D3D_SHADER_MACRO macro[] =
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{
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{"PS_FST", str[0].c_str()},
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{"PS_WMS", str[1].c_str()},
|
||||
|
@ -234,7 +234,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
|
|||
|
||||
vector<unsigned char> shader;
|
||||
theApp.LoadResource(IDR_TFX_FX, shader);
|
||||
CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", "ps_main", macro, &ps);
|
||||
CompileShader((const char *)shader.data(), shader.size(), "tfx.fx", nullptr, "ps_main", macro, &ps);
|
||||
|
||||
m_ps[sel] = ps;
|
||||
|
||||
|
|
|
@ -39,15 +39,12 @@
|
|||
#include <shellapi.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dx11.h>
|
||||
#include <d3d9.h>
|
||||
#include <d3dx9.h>
|
||||
#include <comutil.h>
|
||||
#include <atlcomcli.h>
|
||||
|
||||
#define D3DCOLORWRITEENABLE_RGBA (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA)
|
||||
#define D3D11_SHADER_MACRO D3D10_SHADER_MACRO
|
||||
#define ID3D11Blob ID3D10Blob
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -14,12 +14,12 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<DisableSpecificWarnings>4456;4458;4996;4995;4324;4100;4101;4201;4556;4127;4512;%(DisableSpecificWarnings)</DisableSpecificWarnings>
|
||||
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;$(VTUNE_AMPLIFIER_XE_2015_DIR)include;$(SolutionDir)3rdparty;$(SolutionDir)3rdparty\libpng;$(SolutionDir)3rdparty\opencl;$(SolutionDir)3rdparty\zlib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(VTUNE_AMPLIFIER_XE_2015_DIR)include;$(SolutionDir)3rdparty;$(SolutionDir)3rdparty\libpng;$(SolutionDir)3rdparty\opencl;$(SolutionDir)3rdparty\zlib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<MultiProcessorCompilation>true</MultiProcessorCompilation>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalDependencies>d3d11.lib;d3dx11.lib;d3d10_1.lib;d3dx10.lib;d3d9.lib;d3dx9.lib;dxgi.lib;dxguid.lib;winmm.lib;strmiids.lib;xinput.lib;opengl32.lib;opencl.lib;comsuppw.lib;comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>d3d9.dll;d3dx9_43.dll;d3d11.dll;d3dx11_43.dll;dxgi.dll;opengl32.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>d3d11.lib;d3d10_1.lib;d3d9.lib;d3dx9.lib;dxgi.lib;dxguid.lib;winmm.lib;strmiids.lib;xinput.lib;opengl32.lib;opencl.lib;comsuppw.lib;comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>d3d9.dll;d3dx9_43.dll;d3d11.dll;dxgi.dll;opengl32.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||
|
@ -29,4 +29,4 @@
|
|||
<Command>"$(SvnCommonDir)\vsprops\preBuild.cmd" "$(ProjectRootDir)"</Command>
|
||||
</PreBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
|
Loading…
Reference in New Issue