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.
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8 changed files with 413 additions and 236 deletions
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@ -397,26 +397,6 @@
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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</FxCompile>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsPhone\v$(TargetPlatformVersion)\Microsoft.Cpp.WindowsPhone.$(TargetPlatformVersion).targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -7,9 +7,6 @@
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<Filter Include="Source Files">
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<UniqueIdentifier>{abc3a7e6-f955-4cb5-8340-fae0f653e9c1}</UniqueIdentifier>
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</Filter>
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<Filter Include="GPU Shaders">
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<UniqueIdentifier>{fd67993e-5155-488b-9313-d1eb06a1b67e}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\begin_code.h">
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@ -612,15 +609,4 @@
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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</ItemGroup>
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</Project>
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