Team Fortress 2 Source Code as on 22/4/2020
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//-----------------------------------------------------------------------------
// SHADERDX8.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Macro OUTBINNAME "shaderapidx9"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
// Common Configuration
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE;$SRCDIR\dx9sdk\include" [$WIN32 && !$GL]
$AdditionalIncludeDirectories "$BASE;$SRCDIR\x360xdk\include\xbox" [$X360]
$AdditionalIncludeDirectories "$BASE;..\"
$PreprocessorDefinitions "$BASE;SHADERAPIDX9;SHADER_DLL_EXPORT;PROTECTED_THINGS_ENABLE;strncpy=use_Q_strncpy_instead;_snprintf=use_Q_snprintf_instead"
$PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WIN32||$X360) && !$GL]
$PreprocessorDefinitions "$BASE;GL_GLEXT_PROTOTYPES;DX_TO_GL_ABSTRACTION" [$GL]
// $AdditionalOptions "/FC"
}
$Linker
{
$SystemLibraries "iconv" [$OSXALL]
$GCC_ExtraLinkerFlags "-L/usr/lib32" [$LINUXALL]
$SystemFrameworks "Carbon;OpenGL;Quartz;Cocoa;IOKit" [$OSXALL]
$AdditionalDependencies "$BASE ws2_32.lib" [$WIN32]
}
}
$Configuration "Debug"
{
$Linker [$X360]
{
$AdditionalDependencies "$BASE d3dx9d.lib xuirund.lib xuirenderd.lib xaudiod2.lib xmcored.lib"
}
}
$Configuration "Release"
{
$Linker [$X360]
{
$AdditionalDependencies "$BASE d3dx9.lib xuirun.lib xuirender.lib xaudio2.lib xmcore.lib"
}
}
$Project "shaderapidx9"
{
$Folder "Source Files"
{
$File "colorformatdx8.cpp"
$File "$SRCDIR\public\filesystem_helpers.cpp"
$File "hardwareconfig.cpp"
$File "meshbase.cpp"
$File "meshdx8.cpp"
$File "recording.cpp" [$WIN32 && !$GL]
$File "shaderapidx8.cpp"
$File "shaderdevicebase.cpp"
$File "shaderapibase.cpp"
$File "shaderdevicedx8.cpp"
$File "shadershadowdx8.cpp"
$File "texturedx8.cpp"
$File "TransitionTable.cpp"
$File "cvballoctracker.cpp"
$File "vertexdecl.cpp"
$File "vertexshaderdx8.cpp"
$File "wmi.cpp" [$WIN32 && !$GL]
$File "textureheap.cpp" [$X360]
$File "winutils.cpp" [!$WIN32]
}
$Folder "DirectX Header Files" [$WIN32 && !$GL]
{
$File "$SRCDIR\dx9sdk\include\d3dx9.h"
$File "$SRCDIR\dx9sdk\include\d3dx9anim.h"
$File "$SRCDIR\dx9sdk\include\d3dx9core.h"
$File "$SRCDIR\dx9sdk\include\d3dx9effect.h"
$File "$SRCDIR\dx9sdk\include\d3dx9math.h"
$File "$SRCDIR\dx9sdk\include\d3dx9math.inl"
$File "$SRCDIR\dx9sdk\include\d3dx9mesh.h"
$File "$SRCDIR\dx9sdk\include\d3dx9shader.h"
$File "$SRCDIR\dx9sdk\include\d3dx9shape.h"
$File "$SRCDIR\dx9sdk\include\d3dx9tex.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"
{
$File "TransitionTable.h"
$File "vertexdecl.h"
$File "colorformatdx8.h"
$File "dynamicib.h"
$File "dynamicvb.h"
$File "hardwareconfig.h"
$File "meshbase.h"
$File "imeshdx8.h"
$File "locald3dtypes.h"
$File "recording.h"
$File "shaderapidx8.h"
$File "shaderdevicebase.h"
$File "shaderapibase.h"
$File "shaderdevicedx8.h"
$File "shaderapidx8_global.h"
$File "shadershadowdx8.h"
$File "stubd3ddevice.h"
$File "texturedx8.h"
$File "vertexshaderdx8.h"
$File "wmi.h" [$WIN32 && !$GL]
$File "textureheap.h" [$X360]
$File "winutils.h" [!$WIN32]
}
$Folder "Link Libraries" [$WIN32]
{
$File "$SRCDIR\dx9sdk\lib\d3d9.lib" [$WIN32 && !$GL]
$File "$SRCDIR\dx9sdk\lib\d3dx9.lib" [$WIN32 && !$GL&&!$VS2015]
$File "$LIBCOMMON\d3dx9.lib" [$WIN32 && !$GL &&$VS2015]
}
$Folder "Link Libraries"
{
$Lib bitmap
$Lib mathlib
$Lib tier2
$Lib "$LIBCOMMON/bzip2"
$ImpLib togl [!$IS_LIB_PROJECT && $GL]
}
}