Remove spirv-cross, take HLSL files as shader module input, update vertex format ABI
continuous-integration/drone/pr Build is passing
Details
continuous-integration/drone/pr Build is passing
Details
parent
f9f5e91001
commit
33751db045
|
@ -1,6 +1,3 @@
|
|||
[submodule "Vulkan-Headers"]
|
||||
path = Vulkan-Headers
|
||||
url = https://github.com/KhronosGroup/Vulkan-Headers.git
|
||||
[submodule "SPIRV-Cross"]
|
||||
path = SPIRV-Cross
|
||||
url = https://github.com/KhronosGroup/SPIRV-Cross
|
||||
|
|
|
@ -79,7 +79,6 @@ target_include_directories(Refresh PUBLIC
|
|||
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>
|
||||
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
|
||||
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/Vulkan-Headers/include>
|
||||
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/SPIRV-Cross>
|
||||
)
|
||||
|
||||
# MinGW builds should statically link libgcc
|
||||
|
@ -93,23 +92,6 @@ set_target_properties(Refresh PROPERTIES OUTPUT_NAME "Refresh"
|
|||
SOVERSION ${LIB_MAJOR_VERSION}
|
||||
)
|
||||
|
||||
# Internal Dependencies
|
||||
if (BUILD_D3D11)
|
||||
set(SPIRV_CROSS_ENABLE_TESTS OFF CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_CLI OFF CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_SHARED ON CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_STATIC OFF CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_ENABLE_C_API ON CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_ENABLE_HLSL ON CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_ENABLE_GLSL ON CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_ENABLE_REFLECT ON CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_ENABLE_MSL OFF CACHE "" INTERNAL FORCE)
|
||||
set(SPIRV_CROSS_ENABLE_CPP OFF CACHE "" INTERNAL FORCE)
|
||||
|
||||
add_subdirectory(SPIRV-Cross EXCLUDE_FROM_ALL)
|
||||
target_link_libraries(Refresh PUBLIC spirv-cross-c-shared)
|
||||
endif()
|
||||
|
||||
# SDL2 Dependency
|
||||
if (DEFINED SDL2_INCLUDE_DIRS AND DEFINED SDL2_LIBRARIES)
|
||||
message(STATUS "using pre-defined SDL2 variables SDL2_INCLUDE_DIRS and SDL2_LIBRARIES")
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
Subproject commit d5c3bd8b5e7db9e2d7fe809944b47b8f88e1c732
|
|
@ -39,8 +39,6 @@
|
|||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
|
||||
#include <spirv_cross_c.h>
|
||||
|
||||
/* Defines */
|
||||
|
||||
#define D3D11_DLL "d3d11.dll"
|
||||
|
@ -129,7 +127,8 @@ static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
|
|||
|
||||
static DXGI_FORMAT RefreshToD3D11_VertexFormat[] =
|
||||
{
|
||||
DXGI_FORMAT_R32_FLOAT, /* SINGLE */
|
||||
DXGI_FORMAT_R32_UINT, /* UINT */
|
||||
DXGI_FORMAT_R32_FLOAT, /* FLOAT */
|
||||
DXGI_FORMAT_R32G32_FLOAT, /* VECTOR2 */
|
||||
DXGI_FORMAT_R32G32B32_FLOAT, /* VECTOR3 */
|
||||
DXGI_FORMAT_R32G32B32A32_FLOAT, /* VECTOR4 */
|
||||
|
@ -328,11 +327,10 @@ typedef struct D3D11CommandBufferPool
|
|||
|
||||
typedef struct D3D11ShaderModule
|
||||
{
|
||||
spvc_context context;
|
||||
size_t numEntryPoints;
|
||||
const spvc_entry_point *entryPoints;
|
||||
ID3D11DeviceChild **shaders; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
|
||||
ID3D10Blob **blobs;
|
||||
ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
|
||||
ID3D10Blob *blob;
|
||||
char *shaderSource;
|
||||
size_t shaderSourceLength;
|
||||
} D3D11ShaderModule;
|
||||
|
||||
typedef struct D3D11GraphicsPipeline
|
||||
|
@ -899,7 +897,8 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
|
|||
static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
|
||||
D3D11Renderer *renderer,
|
||||
Refresh_VertexInputState inputState,
|
||||
ID3D10Blob *shaderBlob
|
||||
void *shaderBytes,
|
||||
size_t shaderByteLength
|
||||
) {
|
||||
ID3D11InputLayout *result = NULL;
|
||||
D3D11_INPUT_ELEMENT_DESC *elementDescs;
|
||||
|
@ -942,8 +941,8 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
|
|||
renderer->device,
|
||||
elementDescs,
|
||||
inputState.vertexAttributeCount,
|
||||
(void*) ID3D10Blob_GetBufferPointer(shaderBlob),
|
||||
ID3D10Blob_GetBufferSize(shaderBlob),
|
||||
shaderBytes,
|
||||
shaderByteLength,
|
||||
&result
|
||||
);
|
||||
if (FAILED(res))
|
||||
|
@ -975,10 +974,11 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
|||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline));
|
||||
D3D11ShaderModule* vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
|
||||
D3D11ShaderModule* fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
|
||||
int32_t vertexShaderIndex, fragmentShaderIndex;
|
||||
D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
|
||||
D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
|
||||
ID3D10Blob *errorBlob;
|
||||
int32_t i;
|
||||
HRESULT res;
|
||||
|
||||
/* Color attachments */
|
||||
pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
|
||||
|
@ -1024,54 +1024,79 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
|||
pipelineCreateInfo->rasterizerState
|
||||
);
|
||||
|
||||
/* Vertex Shader + Input Layout */
|
||||
vertexShaderIndex = -1;
|
||||
for (i = 0; i < vertShaderModule->numEntryPoints; i += 1)
|
||||
/* Vertex Shader */
|
||||
if (vertShaderModule->shader == NULL)
|
||||
{
|
||||
if ( vertShaderModule->entryPoints[i].execution_model == SpvExecutionModelVertex &&
|
||||
SDL_strcmp(vertShaderModule->entryPoints[i].name, pipelineCreateInfo->vertexShaderInfo.entryPointName) == 0 )
|
||||
{
|
||||
vertexShaderIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (vertexShaderIndex == -1)
|
||||
{
|
||||
Refresh_LogError(
|
||||
"Graphics pipeline creation failed! No entry point '%s' exists for the vertex shader!",
|
||||
pipelineCreateInfo->vertexShaderInfo.entryPointName
|
||||
res = renderer->D3DCompileFunc(
|
||||
vertShaderModule->shaderSource,
|
||||
vertShaderModule->shaderSourceLength,
|
||||
NULL,
|
||||
NULL,
|
||||
NULL,
|
||||
"main",
|
||||
"vs_5_0",
|
||||
0,
|
||||
0,
|
||||
&vertShaderModule->blob,
|
||||
&errorBlob
|
||||
);
|
||||
return NULL;
|
||||
}
|
||||
if (FAILED(res))
|
||||
{
|
||||
Refresh_LogError("Vertex Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
res = ID3D11Device_CreateVertexShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
|
||||
ID3D10Blob_GetBufferSize(vertShaderModule->blob),
|
||||
NULL,
|
||||
(ID3D11VertexShader**) &vertShaderModule->shader
|
||||
);
|
||||
ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
|
||||
}
|
||||
pipeline->vertexShader = (ID3D11VertexShader*)vertShaderModule->shader;
|
||||
|
||||
/* Input Layout */
|
||||
pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
|
||||
renderer,
|
||||
pipelineCreateInfo->vertexInputState,
|
||||
vertShaderModule->blobs[vertexShaderIndex]
|
||||
ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
|
||||
ID3D10Blob_GetBufferSize(vertShaderModule->blob)
|
||||
);
|
||||
pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shaders[vertexShaderIndex];
|
||||
|
||||
/* Fragment Shader */
|
||||
fragmentShaderIndex = -1;
|
||||
for (i = 0; i < fragShaderModule->numEntryPoints; i += 1)
|
||||
if (fragShaderModule->shader == NULL)
|
||||
{
|
||||
if ( fragShaderModule->entryPoints[i].execution_model == SpvExecutionModelFragment &&
|
||||
SDL_strcmp(fragShaderModule->entryPoints[i].name, pipelineCreateInfo->fragmentShaderInfo.entryPointName) == 0 )
|
||||
{
|
||||
fragmentShaderIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (fragmentShaderIndex == -1)
|
||||
{
|
||||
Refresh_LogError(
|
||||
"Graphics pipeline creation failed! No entry point '%s' exists for the fragment shader!",
|
||||
pipelineCreateInfo->vertexShaderInfo.entryPointName
|
||||
res = renderer->D3DCompileFunc(
|
||||
fragShaderModule->shaderSource,
|
||||
fragShaderModule->shaderSourceLength,
|
||||
NULL,
|
||||
NULL,
|
||||
NULL,
|
||||
"main",
|
||||
"ps_5_0",
|
||||
0,
|
||||
0,
|
||||
&fragShaderModule->blob,
|
||||
&errorBlob
|
||||
);
|
||||
return NULL;
|
||||
}
|
||||
if (FAILED(res))
|
||||
{
|
||||
Refresh_LogError("Fragment Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shaders[fragmentShaderIndex];
|
||||
res = ID3D11Device_CreatePixelShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(fragShaderModule->blob),
|
||||
ID3D10Blob_GetBufferSize(fragShaderModule->blob),
|
||||
NULL,
|
||||
(ID3D11PixelShader**) &fragShaderModule->shader
|
||||
);
|
||||
ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
|
||||
}
|
||||
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
|
||||
|
||||
/* FIXME: Need to create uniform buffers for the shaders */
|
||||
|
||||
|
@ -1090,199 +1115,14 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|||
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
spvc_context context;
|
||||
spvc_result result;
|
||||
spvc_parsed_ir parsedIR;
|
||||
spvc_compiler compiler;
|
||||
const spvc_entry_point *entryPoints;
|
||||
size_t numEntryPoints;
|
||||
spvc_compiler_options compilerOptions;
|
||||
char *hlslSource;
|
||||
const char *shaderModel;
|
||||
ID3DBlob **blobs;
|
||||
ID3DBlob *errorBlob = NULL;
|
||||
ID3D11DeviceChild **shaders;
|
||||
D3D11ShaderModule *shaderModule;
|
||||
uint32_t i;
|
||||
HRESULT res;
|
||||
|
||||
/* Create the context */
|
||||
result = spvc_context_create(&context);
|
||||
if (result != SPVC_SUCCESS)
|
||||
{
|
||||
Refresh_LogError("Could not create SPIRV Cross context! Error: %X", result);
|
||||
return NULL;
|
||||
}
|
||||
D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
|
||||
shaderModule->shader = NULL; /* created when binding to a pipeline */
|
||||
shaderModule->blob = NULL; /* created when binding to a pipeline */
|
||||
shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize;
|
||||
shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength);
|
||||
SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize);
|
||||
|
||||
/* Parse the SPIRV input */
|
||||
result = spvc_context_parse_spirv(
|
||||
context,
|
||||
shaderModuleCreateInfo->byteCode,
|
||||
shaderModuleCreateInfo->codeSize / sizeof(uint32_t), /* word count, not byte length */
|
||||
&parsedIR
|
||||
);
|
||||
if (result != SPVC_SUCCESS)
|
||||
{
|
||||
Refresh_LogError("Could not parse SPIRV! Error: %X", result);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Create the cross compiler */
|
||||
result = spvc_context_create_compiler(
|
||||
context,
|
||||
SPVC_BACKEND_HLSL,
|
||||
parsedIR,
|
||||
SPVC_CAPTURE_MODE_TAKE_OWNERSHIP,
|
||||
&compiler
|
||||
);
|
||||
if (result != SPVC_SUCCESS)
|
||||
{
|
||||
Refresh_LogError("Could not create SPIRV to HLSL cross compiler! Error: %X", result);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Get entry points from the source bytecode */
|
||||
result = spvc_compiler_get_entry_points(compiler, &entryPoints, &numEntryPoints);
|
||||
if (result != SPVC_SUCCESS)
|
||||
{
|
||||
Refresh_LogError("Could not get SPIRV entry points! Error: %X", result);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Set HLSL cross-compile options (target SM5.0) */
|
||||
spvc_compiler_create_compiler_options(compiler, &compilerOptions);
|
||||
spvc_compiler_options_set_uint(
|
||||
compilerOptions,
|
||||
SPVC_COMPILER_OPTION_HLSL_SHADER_MODEL,
|
||||
50 /* shader model 5.0 */
|
||||
);
|
||||
spvc_compiler_options_set_bool(
|
||||
compilerOptions,
|
||||
SPVC_COMPILER_OPTION_FLIP_VERTEX_Y,
|
||||
SPVC_TRUE
|
||||
);
|
||||
spvc_compiler_install_compiler_options(compiler, compilerOptions);
|
||||
|
||||
/* Cross compile to HLSL */
|
||||
result = spvc_compiler_compile(compiler, &hlslSource);
|
||||
if (result != SPVC_SUCCESS)
|
||||
{
|
||||
Refresh_LogError("Could not cross-compile SPIRV to HLSL! Error: %X", result);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Allocate memory for the D3D11 shader list */
|
||||
shaders = (ID3D11DeviceChild**) SDL_malloc(numEntryPoints * sizeof(ID3D11DeviceChild*));
|
||||
blobs = (ID3D10Blob**) SDL_malloc(numEntryPoints * sizeof(ID3D10Blob*));
|
||||
|
||||
/* Compile each HLSL entry point into a D3D shader */
|
||||
for (i = 0; i < numEntryPoints; i += 1)
|
||||
{
|
||||
/* Determine the exact shader model to use */
|
||||
switch (entryPoints[i].execution_model)
|
||||
{
|
||||
case SpvExecutionModelVertex:
|
||||
shaderModel = "vs_5_0";
|
||||
break;
|
||||
|
||||
case SpvExecutionModelFragment:
|
||||
shaderModel = "ps_5_0";
|
||||
break;
|
||||
|
||||
case SpvExecutionModelGLCompute:
|
||||
shaderModel = "cs_5_0";
|
||||
break;
|
||||
|
||||
default:
|
||||
Refresh_LogError(
|
||||
"Attempting to compile a shader with an unknown execution model: %X",
|
||||
entryPoints[i].execution_model
|
||||
);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
SDL_free(shaders);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Compile the shader blob */
|
||||
res = renderer->D3DCompileFunc(
|
||||
hlslSource,
|
||||
SDL_strlen(hlslSource),
|
||||
NULL,
|
||||
NULL,
|
||||
NULL,
|
||||
entryPoints[i].name,
|
||||
shaderModel,
|
||||
0,
|
||||
0,
|
||||
&blobs[i],
|
||||
&errorBlob
|
||||
);
|
||||
if (FAILED(res))
|
||||
{
|
||||
Refresh_LogError(
|
||||
"D3DCompile failed on HLSL shader with entry point '%s'! Error: %X\nCompiler error message: %s",
|
||||
entryPoints[i].name,
|
||||
res,
|
||||
errorBlob ? (const char*) ID3D10Blob_GetBufferPointer(errorBlob) : "<none>"
|
||||
);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
SDL_free(shaders);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Create the shader from the blob */
|
||||
switch (entryPoints[i].execution_model)
|
||||
{
|
||||
case SpvExecutionModelVertex:
|
||||
res = ID3D11Device_CreateVertexShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(blobs[i]),
|
||||
ID3D10Blob_GetBufferSize(blobs[i]),
|
||||
NULL,
|
||||
(ID3D11VertexShader**) &shaders[i]
|
||||
);
|
||||
break;
|
||||
|
||||
case SpvExecutionModelFragment:
|
||||
res = ID3D11Device_CreatePixelShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(blobs[i]),
|
||||
ID3D10Blob_GetBufferSize(blobs[i]),
|
||||
NULL,
|
||||
(ID3D11PixelShader**) &shaders[i]
|
||||
);
|
||||
break;
|
||||
|
||||
case SpvExecutionModelGLCompute:
|
||||
res = ID3D11Device_CreateComputeShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(blobs[i]),
|
||||
ID3D10Blob_GetBufferSize(blobs[i]),
|
||||
NULL,
|
||||
(ID3D11ComputeShader**) &shaders[i]
|
||||
);
|
||||
break;
|
||||
}
|
||||
if (FAILED(res))
|
||||
{
|
||||
Refresh_LogError("D3D11 shader creation failed! Error code: %X", res);
|
||||
spvc_context_destroy(context); /* free all context-related memory */
|
||||
SDL_free(shaders);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/* Create the final shader module object to return */
|
||||
shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
|
||||
shaderModule->context = context;
|
||||
shaderModule->entryPoints = entryPoints;
|
||||
shaderModule->numEntryPoints = numEntryPoints;
|
||||
shaderModule->shaders = shaders;
|
||||
shaderModule->blobs = blobs;
|
||||
return (Refresh_ShaderModule*) shaderModule;
|
||||
}
|
||||
|
||||
|
@ -1514,21 +1354,10 @@ static void D3D11_QueueDestroyShaderModule(
|
|||
Refresh_ShaderModule* shaderModule
|
||||
) {
|
||||
D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
|
||||
uint32_t i;
|
||||
|
||||
/* Release the D3D11 shader objects and free the arrays */
|
||||
for (i = 0; i < d3dShaderModule->numEntryPoints; i += 1)
|
||||
{
|
||||
ID3D11DeviceChild_Release(d3dShaderModule->shaders[i]);
|
||||
ID3D10Blob_Release(d3dShaderModule->blobs[i]);
|
||||
}
|
||||
SDL_free(d3dShaderModule->shaders);
|
||||
SDL_free(d3dShaderModule->blobs);
|
||||
|
||||
/* Destroy the SPIRV-Cross context.
|
||||
* This should destroy the entryPoints list as well.
|
||||
*/
|
||||
spvc_context_destroy(d3dShaderModule->context);
|
||||
ID3D11DeviceChild_Release(d3dShaderModule->shader);
|
||||
ID3D10Blob_Release(d3dShaderModule->blob);
|
||||
SDL_free(d3dShaderModule->shaderSource);
|
||||
SDL_free(d3dShaderModule);
|
||||
}
|
||||
|
||||
static void D3D11_QueueDestroyComputePipeline(
|
||||
|
|
|
@ -61,8 +61,9 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>REFRESH_DRIVER_D3D11;REFRESH_DRIVER_VULKAN;SPIRV_CROSS_C_API_GLSL;SPIRV_CROSS_C_API_HLSL;SPIRV_CROSS_C_API_REFLECT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\SPIRV-Cross;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>REFRESH_DRIVER_D3D11;REFRESH_DRIVER_VULKAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>DebugFull</GenerateDebugInformation>
|
||||
|
@ -73,10 +74,11 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<PreprocessorDefinitions>REFRESH_DRIVER_D3D11;REFRESH_DRIVER_VULKAN;SPIRV_CROSS_C_API_GLSL;SPIRV_CROSS_C_API_HLSL;SPIRV_CROSS_C_API_REFLECT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>REFRESH_DRIVER_D3D11;REFRESH_DRIVER_VULKAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\SPIRV-Cross;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -85,14 +87,6 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cfg.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cross.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cross_c.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cross_parsed_ir.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_glsl.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_hlsl.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_parser.cpp" />
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_reflect.cpp" />
|
||||
<ClCompile Include="..\src\Refresh.c" />
|
||||
<ClCompile Include="..\src\Refresh_Driver_D3D11.c" />
|
||||
<ClCompile Include="..\src\Refresh_Driver_Vulkan.c" />
|
||||
|
|
|
@ -13,30 +13,6 @@
|
|||
<ClCompile Include="..\src\Refresh_Driver_D3D11.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cfg.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cross.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cross_c.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_cross_parsed_ir.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_glsl.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_hlsl.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_parser.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\SPIRV-Cross\spirv_reflect.cpp">
|
||||
<Filter>Source Files\spirv-cross</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\include\Refresh.h">
|
||||
|
@ -62,8 +38,5 @@
|
|||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{B2BA146C-CAA1-30BE-B7A9-F8D02673EA0C}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\spirv-cross">
|
||||
<UniqueIdentifier>{4764626f-fd8b-4a1c-8c20-fd92a1f3cb4b}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue