Team Fortress 2 Source Code as on 22/4/2020
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//----------------------------------------------------------------------------- // SHADERAPIDX10.VPC // // Project Script //-----------------------------------------------------------------------------
$macro SRCDIR "..\.." $Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration "Debug" { $General { $OutputDirectory ".\Debug_dx10" $IntermediateDirectory ".\Debug_dx10" } }
$Configuration "Release" { $General { $OutputDirectory ".\Release_dx10" $IntermediateDirectory ".\Release_dx10" } }
// Common Configuration $Configuration { $Compiler { $AdditionalIncludeDirectories "$BASE;$SRCDIR\dx10sdk\include;..\" $PreprocessorDefinitions "$BASE;SHADERAPIDX10;SHADER_DLL_EXPORT;PROTECTED_THINGS_ENABLE;strncpy=use_Q_strncpy_instead;_snprintf=use_Q_snprintf_instead" $PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [$WIN32]
// $AdditionalOptions "/FC" } }
$Project "shaderapidx10" { $Folder "Source Files" { // Shared riles $File "cvballoctracker.cpp" $File "shaderdevicebase.cpp" $File "shaderapibase.cpp" $File "meshbase.cpp" // DX10 related files $File "ShaderDeviceDx10.cpp" \ "ShaderAPIDx10.cpp" \ "MeshDx10.cpp" \ "InputLayoutDx10.cpp" \ "ShaderShadowDx10.cpp" { $Configuration { $Compiler { $PreprocessorDefinitions "$BASE;DX10" } } }
// DX9 related files $File "ColorFormatDX8.cpp" $File "d3d_async.cpp" $File "$SRCDIR\public\filesystem_helpers.cpp" $File "HardwareConfig.cpp" $File "MeshDX8.cpp" $File "Recording.cpp" $File "ShaderAPIDX8.cpp" $File "ShaderDeviceDX8.cpp" $File "ShaderShadowDX8.cpp" $File "TextureDX8.cpp" $File "TransitionTable.cpp" $File "vertexdecl.cpp" $File "VertexShaderDX8.cpp" $File "wmi.cpp" }
$Folder "DirectX Header Files" { $File "$SRCDIR\dx10sdk\include\d3d10.h" $File "$SRCDIR\dx10sdk\include\d3dx10.h" $File "$SRCDIR\dx10sdk\include\d3dx10core.h" $File "$SRCDIR\dx10sdk\include\d3dx10math.h" $File "$SRCDIR\dx10sdk\include\d3dx10math.inl" $File "$SRCDIR\dx10sdk\include\d3dx10mesh.h" $File "$SRCDIR\dx10sdk\include\d3dx10tex.h" }
$Folder "Public Header Files" { $File "$SRCDIR\public\shaderapi\ishaderdevice.h" $File "$SRCDIR\public\shaderapi\ishaderutil.h" $File "$SRCDIR\public\shaderapi\ishaderapi.h" $File "$SRCDIR\public\shaderapi\ishaderdynamic.h" $File "$SRCDIR\public\shaderapi\ishadershadow.h" $File "$SRCDIR\public\materialsystem\idebugtextureinfo.h" $File "$SRCDIR\public\materialsystem\ivballoctracker.h" $File "$SRCDIR\public\materialsystem\shader_vcs_version.h" }
$Folder "Header Files" { // Shared files $File "meshbase.h" $File "shaderdevicebase.h" $File "shaderapibase.h" $File "shaderapi_global.h" $File "HardwareConfig.h"
// DX10 related files $File "ShaderDeviceDx10.h" $File "ShaderAPIDx10.h" $File "MeshDx10.h" $File "ShaderShadowDx10.h" $File "shaderapidx10_global.h" $File "inputlayoutdx10.h"
// DX9 related files $File "TransitionTable.h" $File "vertexdecl.h" $File "ColorFormatDX8.h" $File "d3d_async.h" $File "dynamicib.h" $File "dynamicvb.h" $File "IMeshDX8.h" $File "locald3dtypes.h" $File "Recording.h" $File "ShaderAPIDX8.h" $File "ShaderAPIDX8_Global.h" $File "ShaderShadowDX8.h" $File "stubd3ddevice.h" $File "TextureDX8.h" $File "VertexShaderDX8.h" $File "wmi.h" }
$Folder "Link Libraries" { $DynamicFile "$SRCDIR\lib\public\tier2.lib" $DynamicFile "$SRCDIR\lib\public\bitmap.lib" $DynamicFile "$SRCDIR\lib\public\mathlib.lib" $DynamicFile "$SRCDIR\lib\common\vc7\bzip2.lib" $File "$SRCDIR\dx10sdk\lib\x86\d3d9.lib" $File "$SRCDIR\dx10sdk\lib\x86\d3d10.lib" $File "$SRCDIR\dx10sdk\lib\x86\dxgi.lib" $File "$SRCDIR\dx10sdk\lib\x86\d3dx10.lib" \ "$SRCDIR\dx10sdk\lib\x86\d3dx9.lib" { $Configuration "Debug" { $ExcludedFromBuild "Yes" } } $File "$SRCDIR\dx10sdk\lib\x86\d3dx10d.lib" \ "$SRCDIR\dx10sdk\lib\x86\d3dx9d.lib" { $Configuration "Release" { $ExcludedFromBuild "Yes" } } } }
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