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"
}
}
}
}