WinRT: compiled the d3d11 renderer's shaders into SDL itself

Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app.  This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
This commit is contained in:
David Ludwig 2013-12-25 21:39:48 -05:00
parent 0975ebfe9b
commit c836d9ffc2
8 changed files with 413 additions and 236 deletions

View file

@ -397,26 +397,6 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
</FxCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsPhone\v$(TargetPlatformVersion)\Microsoft.Cpp.WindowsPhone.$(TargetPlatformVersion).targets" />
<ImportGroup Label="ExtensionTargets">

View file

@ -7,9 +7,6 @@
<Filter Include="Source Files">
<UniqueIdentifier>{abc3a7e6-f955-4cb5-8340-fae0f653e9c1}</UniqueIdentifier>
</Filter>
<Filter Include="GPU Shaders">
<UniqueIdentifier>{fd67993e-5155-488b-9313-d1eb06a1b67e}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
@ -612,15 +609,4 @@
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
</ItemGroup>
</Project>