forked from MoonsideGames/Refresh
Remove spirv-cross, take HLSL files as shader module input, update vertex format ABI
parent
0d8e1590d5
commit
2a9dbc963a
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@ -1,6 +1,3 @@
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[submodule "Vulkan-Headers"]
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path = Vulkan-Headers
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url = https://github.com/KhronosGroup/Vulkan-Headers.git
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[submodule "SPIRV-Cross"]
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path = SPIRV-Cross
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url = https://github.com/KhronosGroup/SPIRV-Cross
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@ -79,7 +79,6 @@ target_include_directories(Refresh PUBLIC
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$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>
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$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
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$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/Vulkan-Headers/include>
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$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/SPIRV-Cross>
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)
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# MinGW builds should statically link libgcc
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@ -93,23 +92,6 @@ set_target_properties(Refresh PROPERTIES OUTPUT_NAME "Refresh"
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SOVERSION ${LIB_MAJOR_VERSION}
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)
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# Internal Dependencies
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if (BUILD_D3D11)
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set(SPIRV_CROSS_ENABLE_TESTS OFF CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_CLI OFF CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_SHARED ON CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_STATIC OFF CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_ENABLE_C_API ON CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_ENABLE_HLSL ON CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_ENABLE_GLSL ON CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_ENABLE_REFLECT ON CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_ENABLE_MSL OFF CACHE "" INTERNAL FORCE)
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set(SPIRV_CROSS_ENABLE_CPP OFF CACHE "" INTERNAL FORCE)
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add_subdirectory(SPIRV-Cross EXCLUDE_FROM_ALL)
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target_link_libraries(Refresh PUBLIC spirv-cross-c-shared)
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endif()
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# SDL2 Dependency
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if (DEFINED SDL2_INCLUDE_DIRS AND DEFINED SDL2_LIBRARIES)
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message(STATUS "using pre-defined SDL2 variables SDL2_INCLUDE_DIRS and SDL2_LIBRARIES")
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@ -1 +0,0 @@
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Subproject commit d5c3bd8b5e7db9e2d7fe809944b47b8f88e1c732
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@ -39,8 +39,6 @@
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include <spirv_cross_c.h>
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/* Defines */
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#define D3D11_DLL "d3d11.dll"
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@ -129,7 +127,8 @@ static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
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static DXGI_FORMAT RefreshToD3D11_VertexFormat[] =
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{
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DXGI_FORMAT_R32_FLOAT, /* SINGLE */
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DXGI_FORMAT_R32_UINT, /* UINT */
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DXGI_FORMAT_R32_FLOAT, /* FLOAT */
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DXGI_FORMAT_R32G32_FLOAT, /* VECTOR2 */
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DXGI_FORMAT_R32G32B32_FLOAT, /* VECTOR3 */
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DXGI_FORMAT_R32G32B32A32_FLOAT, /* VECTOR4 */
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@ -328,11 +327,10 @@ typedef struct D3D11CommandBufferPool
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typedef struct D3D11ShaderModule
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{
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spvc_context context;
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size_t numEntryPoints;
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const spvc_entry_point *entryPoints;
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ID3D11DeviceChild **shaders; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob **blobs;
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob *blob;
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char *shaderSource;
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size_t shaderSourceLength;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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@ -899,7 +897,8 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
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static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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D3D11Renderer *renderer,
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Refresh_VertexInputState inputState,
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ID3D10Blob *shaderBlob
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void *shaderBytes,
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size_t shaderByteLength
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) {
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ID3D11InputLayout *result = NULL;
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D3D11_INPUT_ELEMENT_DESC *elementDescs;
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@ -942,8 +941,8 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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renderer->device,
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elementDescs,
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inputState.vertexAttributeCount,
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(void*) ID3D10Blob_GetBufferPointer(shaderBlob),
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ID3D10Blob_GetBufferSize(shaderBlob),
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shaderBytes,
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shaderByteLength,
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&result
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);
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if (FAILED(res))
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@ -975,10 +974,11 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline));
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D3D11ShaderModule* vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule* fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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int32_t vertexShaderIndex, fragmentShaderIndex;
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D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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ID3D10Blob *errorBlob;
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int32_t i;
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HRESULT res;
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/* Color attachments */
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pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
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@ -1024,54 +1024,79 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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pipelineCreateInfo->rasterizerState
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);
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/* Vertex Shader + Input Layout */
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vertexShaderIndex = -1;
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for (i = 0; i < vertShaderModule->numEntryPoints; i += 1)
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/* Vertex Shader */
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if (vertShaderModule->shader == NULL)
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{
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if ( vertShaderModule->entryPoints[i].execution_model == SpvExecutionModelVertex &&
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SDL_strcmp(vertShaderModule->entryPoints[i].name, pipelineCreateInfo->vertexShaderInfo.entryPointName) == 0 )
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{
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vertexShaderIndex = i;
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break;
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}
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}
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if (vertexShaderIndex == -1)
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{
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Refresh_LogError(
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"Graphics pipeline creation failed! No entry point '%s' exists for the vertex shader!",
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pipelineCreateInfo->vertexShaderInfo.entryPointName
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res = renderer->D3DCompileFunc(
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vertShaderModule->shaderSource,
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vertShaderModule->shaderSourceLength,
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NULL,
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NULL,
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NULL,
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"main",
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"vs_5_0",
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0,
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0,
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&vertShaderModule->blob,
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&errorBlob
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);
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if (FAILED(res))
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{
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Refresh_LogError("Vertex Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
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return NULL;
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}
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res = ID3D11Device_CreateVertexShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
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ID3D10Blob_GetBufferSize(vertShaderModule->blob),
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NULL,
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(ID3D11VertexShader**) &vertShaderModule->shader
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);
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ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
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}
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pipeline->vertexShader = (ID3D11VertexShader*)vertShaderModule->shader;
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/* Input Layout */
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pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
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renderer,
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pipelineCreateInfo->vertexInputState,
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vertShaderModule->blobs[vertexShaderIndex]
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ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
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ID3D10Blob_GetBufferSize(vertShaderModule->blob)
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);
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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shaders[vertexShaderIndex];
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/* Fragment Shader */
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fragmentShaderIndex = -1;
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for (i = 0; i < fragShaderModule->numEntryPoints; i += 1)
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if (fragShaderModule->shader == NULL)
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{
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if ( fragShaderModule->entryPoints[i].execution_model == SpvExecutionModelFragment &&
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SDL_strcmp(fragShaderModule->entryPoints[i].name, pipelineCreateInfo->fragmentShaderInfo.entryPointName) == 0 )
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{
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fragmentShaderIndex = i;
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break;
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}
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}
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if (fragmentShaderIndex == -1)
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{
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Refresh_LogError(
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"Graphics pipeline creation failed! No entry point '%s' exists for the fragment shader!",
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pipelineCreateInfo->vertexShaderInfo.entryPointName
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res = renderer->D3DCompileFunc(
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fragShaderModule->shaderSource,
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fragShaderModule->shaderSourceLength,
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NULL,
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NULL,
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NULL,
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"main",
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"ps_5_0",
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0,
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0,
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&fragShaderModule->blob,
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&errorBlob
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);
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if (FAILED(res))
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{
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Refresh_LogError("Fragment Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
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return NULL;
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}
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shaders[fragmentShaderIndex];
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res = ID3D11Device_CreatePixelShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(fragShaderModule->blob),
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ID3D10Blob_GetBufferSize(fragShaderModule->blob),
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NULL,
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(ID3D11PixelShader**) &fragShaderModule->shader
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);
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ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
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}
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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/* FIXME: Need to create uniform buffers for the shaders */
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@ -1090,199 +1115,14 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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spvc_context context;
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spvc_result result;
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spvc_parsed_ir parsedIR;
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spvc_compiler compiler;
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const spvc_entry_point *entryPoints;
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size_t numEntryPoints;
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spvc_compiler_options compilerOptions;
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char *hlslSource;
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const char *shaderModel;
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ID3DBlob **blobs;
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ID3DBlob *errorBlob = NULL;
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ID3D11DeviceChild **shaders;
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D3D11ShaderModule *shaderModule;
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uint32_t i;
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HRESULT res;
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/* Create the context */
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result = spvc_context_create(&context);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not create SPIRV Cross context! Error: %X", result);
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return NULL;
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}
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D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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shaderModule->shader = NULL; /* created when binding to a pipeline */
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shaderModule->blob = NULL; /* created when binding to a pipeline */
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shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize;
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shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength);
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SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize);
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/* Parse the SPIRV input */
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result = spvc_context_parse_spirv(
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context,
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shaderModuleCreateInfo->byteCode,
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shaderModuleCreateInfo->codeSize / sizeof(uint32_t), /* word count, not byte length */
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&parsedIR
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);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not parse SPIRV! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Create the cross compiler */
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result = spvc_context_create_compiler(
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context,
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SPVC_BACKEND_HLSL,
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parsedIR,
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SPVC_CAPTURE_MODE_TAKE_OWNERSHIP,
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&compiler
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);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not create SPIRV to HLSL cross compiler! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Get entry points from the source bytecode */
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result = spvc_compiler_get_entry_points(compiler, &entryPoints, &numEntryPoints);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not get SPIRV entry points! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Set HLSL cross-compile options (target SM5.0) */
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spvc_compiler_create_compiler_options(compiler, &compilerOptions);
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spvc_compiler_options_set_uint(
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compilerOptions,
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SPVC_COMPILER_OPTION_HLSL_SHADER_MODEL,
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50 /* shader model 5.0 */
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);
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spvc_compiler_options_set_bool(
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compilerOptions,
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SPVC_COMPILER_OPTION_FLIP_VERTEX_Y,
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SPVC_TRUE
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);
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spvc_compiler_install_compiler_options(compiler, compilerOptions);
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/* Cross compile to HLSL */
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result = spvc_compiler_compile(compiler, &hlslSource);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not cross-compile SPIRV to HLSL! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Allocate memory for the D3D11 shader list */
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shaders = (ID3D11DeviceChild**) SDL_malloc(numEntryPoints * sizeof(ID3D11DeviceChild*));
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blobs = (ID3D10Blob**) SDL_malloc(numEntryPoints * sizeof(ID3D10Blob*));
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/* Compile each HLSL entry point into a D3D shader */
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for (i = 0; i < numEntryPoints; i += 1)
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{
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/* Determine the exact shader model to use */
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switch (entryPoints[i].execution_model)
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{
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case SpvExecutionModelVertex:
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shaderModel = "vs_5_0";
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break;
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case SpvExecutionModelFragment:
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shaderModel = "ps_5_0";
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break;
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case SpvExecutionModelGLCompute:
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shaderModel = "cs_5_0";
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break;
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default:
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Refresh_LogError(
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"Attempting to compile a shader with an unknown execution model: %X",
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entryPoints[i].execution_model
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);
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spvc_context_destroy(context); /* free all context-related memory */
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SDL_free(shaders);
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return NULL;
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}
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/* Compile the shader blob */
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res = renderer->D3DCompileFunc(
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hlslSource,
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SDL_strlen(hlslSource),
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NULL,
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NULL,
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NULL,
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entryPoints[i].name,
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shaderModel,
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0,
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0,
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&blobs[i],
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&errorBlob
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);
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if (FAILED(res))
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{
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Refresh_LogError(
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"D3DCompile failed on HLSL shader with entry point '%s'! Error: %X\nCompiler error message: %s",
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entryPoints[i].name,
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res,
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errorBlob ? (const char*) ID3D10Blob_GetBufferPointer(errorBlob) : "<none>"
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);
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spvc_context_destroy(context); /* free all context-related memory */
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SDL_free(shaders);
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return NULL;
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}
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/* Create the shader from the blob */
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switch (entryPoints[i].execution_model)
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{
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case SpvExecutionModelVertex:
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res = ID3D11Device_CreateVertexShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blobs[i]),
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ID3D10Blob_GetBufferSize(blobs[i]),
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NULL,
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(ID3D11VertexShader**) &shaders[i]
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);
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break;
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case SpvExecutionModelFragment:
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res = ID3D11Device_CreatePixelShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blobs[i]),
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ID3D10Blob_GetBufferSize(blobs[i]),
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NULL,
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(ID3D11PixelShader**) &shaders[i]
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);
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break;
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case SpvExecutionModelGLCompute:
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res = ID3D11Device_CreateComputeShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blobs[i]),
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ID3D10Blob_GetBufferSize(blobs[i]),
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NULL,
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(ID3D11ComputeShader**) &shaders[i]
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);
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break;
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}
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if (FAILED(res))
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{
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Refresh_LogError("D3D11 shader creation failed! Error code: %X", res);
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spvc_context_destroy(context); /* free all context-related memory */
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SDL_free(shaders);
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return NULL;
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}
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}
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/* Create the final shader module object to return */
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shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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shaderModule->context = context;
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shaderModule->entryPoints = entryPoints;
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shaderModule->numEntryPoints = numEntryPoints;
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shaderModule->shaders = shaders;
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shaderModule->blobs = blobs;
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return (Refresh_ShaderModule*) shaderModule;
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}
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|
@ -1514,21 +1354,10 @@ static void D3D11_QueueDestroyShaderModule(
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Refresh_ShaderModule* shaderModule
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) {
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D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
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uint32_t i;
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/* Release the D3D11 shader objects and free the arrays */
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for (i = 0; i < d3dShaderModule->numEntryPoints; i += 1)
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{
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ID3D11DeviceChild_Release(d3dShaderModule->shaders[i]);
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ID3D10Blob_Release(d3dShaderModule->blobs[i]);
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}
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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