Team Fortress 2 Source Code as on 22/4/2020
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//----------------------------------------------------------------------------- // STDSHADER_DX9.VPC // // Project Script //-----------------------------------------------------------------------------
$Macro SRCDIR "..\.." $Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't // link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned. $Macro DISABLE_FTOL3_OVERRIDE "1"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration "Debug" { $General { $OutputDirectory "Debug_dx9" [$WINDOWS] $IntermediateDirectory "Debug_dx9" [$WINDOWS]
$OutputDirectory "Debug_dx9_360" [$X360] $IntermediateDirectory "Debug_dx9_360" [$X360] } }
$Configuration "Release" { $General { $OutputDirectory "Release_dx9" [$WINDOWS] $IntermediateDirectory "Release_dx9" [$WINDOWS]
$OutputDirectory "Release_dx9_360" [$X360] $IntermediateDirectory "Release_dx9_360" [$X360] } }
// Common Configuration $Configuration { $Compiler { $AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;" [$WIN32||$POSIX] $AdditionalIncludeDirectories "$BASE;..\..\dx9sdk\include" [$WIN32] $AdditionalIncludeDirectories "$BASE;fxctmp9_360;vshtmp9_360" [$X360] $PreprocessorDefinitions "$BASE;STDSHADER_DX9_DLL_EXPORT;FAST_MATERIALVAR_ACCESS" $PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WIN32||$X360) && !$GL] }
$Linker { $AdditionalDependencies "$BASE version.lib winmm.lib" [$WIN32] $ModuleDefinitionFile "xbox\xbox_dx9.def" [$X360] $SystemLibraries "iconv" [$OSXALL] } }
$Project "stdshader_dx9" { $Folder "Source Files" { $File "aftershock.cpp" $File "aftershock_helper.cpp" $File "AccumBuff4Sample.cpp" $File "accumbuff5sample.cpp" $File "BaseVSShader.cpp" $File "bik_dx90.cpp" $File "Bloom.cpp" $File "BlurFilterX.cpp" $File "BlurFilterY.cpp" $File "BufferClearObeyStencil_dx9.cpp" $File "cable_dx9.cpp" $File "cloak.cpp" $File "cloak_blended_pass_helper.cpp" $File "cloak_dx9_helper.cpp" $File "cloud_dx9.cpp" $File "colorcorrection.cpp" $File "compositor.cpp" $File "core_dx9.cpp" $File "color_projection.cpp" $File "debugmrttexture.cpp" $File "debugmorphaccumulator_dx9.cpp" [$WIN32] $File "DebugTextureView.cpp" $File "DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp" $File "DecalModulate_dx9.cpp" $File "depthwrite.cpp" $File "Downsample.cpp" $File "downsample_nohdr.cpp" $File "Engine_Post_dx9.cpp" $File "emissive_scroll_blended_pass_helper.cpp" $File "eye_refract.cpp" $File "eye_refract_helper.cpp" $File "eyes_dx8_dx9_helper.cpp" $File "eyes_dx9.cpp" $File "eyeglint_dx9.cpp" $File "filmdust_dx8_dx9.cpp" $File "filmgrain_dx8_dx9.cpp" $File "flesh_interior_blended_pass_helper.cpp" $File "floatcombine.cpp" $File "floatcombine_autoexpose.cpp" $File "floattoscreen.cpp" $File "floattoscreen_vanilla.cpp" $File "HDRCombineTo16Bit.cpp" $File "HDRSelectRange.cpp" $File "hsl_filmgrain_pass1.cpp" $File "hsl_filmgrain_pass2.cpp" $File "hsv.cpp" $File "introscreenspaceeffect.cpp" $File "lightmappedgeneric_dx9.cpp" $File "lightmappedgeneric_dx9_helper.cpp" $File "lightmappedreflective.cpp" $File "modulate_dx9.cpp" $File "MonitorScreen_dx9.cpp" $File "morphaccumulate_dx9.cpp" [$WIN32] $File "morphweight_dx9.cpp" [$WIN32] $File "motion_blur_dx9.cpp" $File "occlusion_dx9.cpp" $File "particlelitgeneric_dx9.cpp" $File "particlelitgeneric_dx9_helper.cpp" $File "particlesphere_dx9.cpp" $File "portal.cpp" $File "portalstaticoverlay.cpp" $File "portal_refract.cpp" $File "portal_refract_helper.cpp" $File "pyro_vision.cpp" $File "refract.cpp" $File "refract_dx9_helper.cpp" $File "rendertargetblit_x360.cpp" [$X360] $File "sample4x4.cpp" $File "sample4x4_blend.cpp" $File "screenspace_general.cpp" $File "sfm_blurfilterx.cpp" $File "sfm_blurfiltery.cpp" $File "sfm_downsample.cpp" $File "sfm_integercombine.cpp" $File "shadow.cpp" $File "shadowbuild_dx9.cpp" $File "shadowmodel_dx9.cpp" $File "shatteredglass.cpp" $File "showz.cpp" $File "skin_dx9_helper.cpp" $File "sky_dx9.cpp" $File "sky_hdr_dx9.cpp" $File "sprite_dx9.cpp" $File "spritecard.cpp" $File "teeth.cpp" $File "TreeLeaf.cpp" $File "unlitgeneric_dx9.cpp" $File "unlittwotexture_dx9.cpp" $File "vertexlitgeneric_dx9.cpp" $File "vertexlitgeneric_dx9_helper.cpp" $File "volume_clouds.cpp" $File "volume_clouds_helper.cpp" $File "vortwarp_dx9.cpp" $File "vr_distort_hud.cpp" $File "vr_distort_texture.cpp" $File "warp.cpp" $File "water.cpp" $File "weapon_sheen_pass_helper.cpp" $File "windowimposter_dx90.cpp" $File "wireframe_dx9.cpp" $File "worldtwotextureblend.cpp" $File "worldvertexalpha.cpp" $File "worldvertextransition.cpp" $File "worldvertextransition_dx8_helper.cpp" $File "writez_dx9.cpp" $File "writestencil_dx9.cpp"
$Folder "Remove me when VAC2 is out" [$WIN32] { $File "$SRCDIR\tier1\checksum_crc.cpp" $File "$SRCDIR\tier1\checksum_md5.cpp" $File "..\shader_dll_verify.cpp" $File "..\shader_dll_verify.h" }
// 360 collapes stdshader_dbg.dll into stdshader_dx9.dll $Folder "stdshader_dbg Files" [$X360] { $File "debugdepth.cpp" $File "DebugDrawEnvmapMask.cpp" $File "debugluxel.cpp" $File "debugnormalmap.cpp" $File "debugtangentspace.cpp" $File "fillrate.cpp"
// dead shader, but hl2 models have it $File "eyeball.cpp" } }
$Folder "Xbox" [$X360] { -$File "xbox\xbox.def" $File "xbox\xbox_dx9.def" }
$Folder "Header Files" { $File "BaseVSShader.h" $File "cloak_dx9_helper.h" $File "common_fxc.h" $File "common_hlsl_cpp_consts.h" $File "common_ps_fxc.h" $File "common_vertexlitgeneric_dx9.h" $File "common_vs_fxc.h" $File "lightmappedgeneric_dx9_helper.h" $File "lightmappedgeneric_ps2_3_x.h" $File "refract_dx9_helper.h" $File "shader_constant_register_map.h" $File "skin_dx9_helper.h" $File "particlelitgeneric_dx9_helper.h" $File "vertexlitgeneric_dx95_helper.h" $File "vortwarp_vs20_helper.h" $File "worldvertextransition_dx8_helper.h" $File "water_ps2x_helper.h" }
$Folder "Link Libraries" [$WIN32] { $File "$SRCDIR\dx9sdk\lib\d3dx9.lib" }
$Folder "Link Libraries" { $Lib mathlib $Lib shaderlib }
$File "$SRCDIR\devtools\bin\vsh_prep.pl" $File "$SRCDIR\devtools\bin\psh_prep.pl" $File "$SRCDIR\devtools\bin\fxc_prep.pl" $File "$SRCDIR\devtools\bin\updateshaders.pl" $File "$SRCDIR\devtools\bin\copyshaders.pl" $File "$SRCDIR\devtools\bin\p4autocheckout.pl" $File "$SRCDIR\devtools\bin\p4revertshadertargets.pl" $File "$SRCDIR\devtools\bin\valve_perl_helpers.pl" $File "$SRCDIR\devtools\bin\checkshaderchecksums.pl" $File "buildallshaders.bat" $File "buildshaders.bat"
$Shaders "stdshader_dx9_20b.txt" $Shaders "stdshader_dx9_30.txt" //$Shaders "stdshader_dx10.txt" }
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