Fixed most issues on windows, shaders are still a problem
This commit is contained in:
parent
de711f6d00
commit
a1f071b698
3 changed files with 192 additions and 21 deletions
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@ -352,13 +352,12 @@ def build(bld):
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'../common',
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'../common',
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'audio',
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'audio',
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'../public/engine/audio/',
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'../public/engine/audio/',
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'audio/',
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'audio/'
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'../thirdparty/ALP/include'
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]
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]
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defines = []
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defines = []
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libs = ['ALP','tier0','vgui_controls','dmxloader','tier1','tier2','tier3','bitmap','vstdlib','appframework','datamodel','vtf','mathlib','steam_api','matsys_controls','BZ2','SDL2','JPEG','ZLIB','OPENAL','CURL' ]
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libs = ['tier0','vgui_controls','dmxloader','tier1','tier2','tier3','bitmap','vstdlib','appframework','datamodel','vtf','mathlib','steam_api','matsys_controls','BZ2','SDL2','JPEG','ZLIB','OPENAL','CURL' ]
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if bld.env.DEST_OS == 'android':
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if bld.env.DEST_OS == 'android':
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libs += ['SSL', 'CRYPTO'] # android curl was built with openssl
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libs += ['SSL', 'CRYPTO'] # android curl was built with openssl
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@ -5,20 +5,17 @@ from waflib import Utils
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import os
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import os
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top = '.'
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top = '.'
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PROJECT_NAME = 'stdshader_dx9'
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PROJECT_NAME = 'stdshader_'
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def options(opt):
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def options(opt):
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# stub
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# stub
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return
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return
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def configure(conf):
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def configure(conf):
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conf.env.append_unique('DEFINES',[
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return
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'STDSHADER_DX9_DLL_EXPORT',
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'FAST_MATERIALVAR_ACCESS'
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])
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def build(bld):
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def build(bld):
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source = [
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source_dx9 = [
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'aftershock.cpp',
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'aftershock.cpp',
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'aftershock_helper.cpp',
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'aftershock_helper.cpp',
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'AccumBuff4Sample.cpp',
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'AccumBuff4Sample.cpp',
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@ -139,16 +136,141 @@ def build(bld):
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]
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]
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source_dx8 = [
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'BaseVSShader.cpp',
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'BlurFilterX_dx80.cpp',
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'Bik_dx80.cpp',
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'Bik_dx81.cpp',
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'BlurFilterY_dx80.cpp',
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'BufferClearObeyStencil_dx8.cpp',
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'cable_dx8.cpp',
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'cloak_blended_pass_dx8_helper.cpp',
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'cloud_dx8.cpp',
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'core_dx8.cpp',
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'DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp',
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'detail.cpp',
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'downsample_nohdr_dx80.cpp',
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'dx8fallbacks.cpp',
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'eyes.cpp',
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'emissive_scroll_blended_pass_dx8_helper.cpp',
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'flesh_interior_blended_pass_dx8_helper.cpp',
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'eyes_dx8_dx9_helper.cpp',
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'filmdust_dx8_dx9.cpp',
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'filmgrain_dx8_dx9.cpp',
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'gooinglass.cpp',
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'introscreenspaceeffect_dx80.cpp',
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'lightmappedgeneric_decal.cpp',
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'lightmappedgeneric_dx8.cpp',
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'modulate_dx8.cpp',
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'MonitorScreen_dx8.cpp',
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'occlusion_dx8.cpp',
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'overlay_fit.cpp',
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'particlesphere_dx8.cpp',
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'portal_dx80.cpp',
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'portal_refract_dx8.cpp',
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'portal_refract_dx8_helper.cpp',
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'portalstaticoverlay_dx80.cpp',
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'predator.cpp',
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'refract_dx80.cpp',
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'screenspace_general_dx8.cpp',
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'shadow_dx8.cpp',
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'shadowbuild_dx8.cpp',
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'shadowmodel_dx8.cpp',
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'shatteredglass_dx8.cpp',
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'sprite.cpp',
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'spritecard.cpp',
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'teeth_dx8.cpp',
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'unlitgeneric_dx8.cpp',
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'unlittwotexture_dx8.cpp',
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'vertexlitgeneric_dx8.cpp',
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'vortwarp_dx8.cpp',
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'water_dx80.cpp',
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'water_dx81.cpp',
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'windowimposter_dx80.cpp',
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'wireframe_dx8.cpp',
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'worldtwotextureblend_dx8.cpp',
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'worldvertexalpha_dx8.cpp',
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'WorldVertexTransition_dx8.cpp',
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'worldvertextransition_dx8_helper.cpp',
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'writez_dx8.cpp',
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'writestencil_dx8.cpp',
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'yuv.cpp',
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'../../public/tier0/memoverride.cpp'
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]
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source_dx7 = [
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'core_dx7.cpp',
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'filmdust_dx7.cpp',
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'filmgrain_dx7.cpp',
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'shatteredglass_dx7.cpp',
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'vertexlitgeneric_dx7.cpp',
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'vortwarp_dx7.cpp',
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'../../public/tier0/memoverride.cpp'
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]
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source_dx6 = [
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'BufferClearObeyStencil_dx6.cpp',
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'cable_dx6.cpp',
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'cloud.cpp',
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'decal.cpp',
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'DecalBaseTimesLightmapAlphaBlendSelfIllum_dx6.cpp',
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'decalmodulate.cpp',
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'eyeball.cpp',
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'eyes_dx6.cpp',
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'introscreenspaceeffect_dx60.cpp',
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'lightmappedgeneric_dx6.cpp',
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'lightmappedtwotexture.cpp',
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'modulate_dx6.cpp',
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'portal_dx60.cpp',
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'portalstaticoverlay_dx60.cpp',
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'refract_dx60.cpp',
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'rift_dx6.cpp',
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'SetZ.cpp',
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'shadow_dx6.cpp',
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'shadowbuild_dx6.cpp',
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'sky_dx6.cpp',
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'sprite_dx6.cpp',
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'teeth_dx6.cpp',
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'unlitgeneric_dx6.cpp',
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'unlittwotexture_dx6.cpp',
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'vertexlitgeneric_dx6.cpp',
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'viewalpha.cpp',
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'volumetricfog.cpp',
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'water_dx60.cpp',
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'worldtwotextureblend_dx6.cpp',
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'worldvertextransition_dx6.cpp',
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'worldvertextransition_dx6_helper.cpp',
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'writez_dx6.cpp',
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'../../public/tier0/memoverride.cpp'
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]
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source_dbg = [
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'BaseVSShader.cpp',
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'debugdepth.cpp',
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'DebugDrawEnvmapMask.cpp',
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'debugluxel.cpp',
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'debugnormalmap.cpp',
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'debugtangentspace.cpp',
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'fillrate.cpp',
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]
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includes = [
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includes = [
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'.',
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'.',
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'../../public',
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'../../public',
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'../../public/tier0',
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'../../public/tier0',
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'../../public/tier1',
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'../../public/tier1',
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'../../dx9sdk/include',
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'fxctmp9',
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'fxctmp9',
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'vshtmp9'
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'vshtmp9',
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'fxctmp9_360',
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'vshtmp9_360'
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] + bld.env.INCLUDES_SDL2
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] + bld.env.INCLUDES_SDL2
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defines = []
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defines_dx9 = ['STDSHADER_DX9_DLL_EXPORT', 'FAST_MATERIALVAR_ACCESS']
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defines_dx8 = ['STDSHADER_DX8_DLL_EXPORT', 'FAST_MATERIALVAR_ACCESS']
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defines_dx7 = ['STDSHADER_DX7_DLL_EXPORT', 'FAST_MATERIALVAR_ACCESS']
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defines_dx6 = ['STDSHADER_DX6_DLL_EXPORT', 'FAST_MATERIALVAR_ACCESS']
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defines_dbg = ['STDSHADER_DBG_DLL_EXPORT', 'FAST_MATERIALVAR_ACCESS']
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libs = ['tier0','shaderlib','tier1','mathlib']
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libs = ['tier0','shaderlib','tier1','mathlib']
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@ -158,15 +280,66 @@ def build(bld):
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install_path = bld.env.LIBDIR
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install_path = bld.env.LIBDIR
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bld.shlib(
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bld.shlib(
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source = source,
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source = source_dx9,
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target = PROJECT_NAME,
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target = PROJECT_NAME + 'dx9',
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name = PROJECT_NAME,
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name = PROJECT_NAME + 'dx9',
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features = 'c cxx',
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features = 'c cxx',
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includes = includes,
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includes = includes,
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defines = defines,
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defines = defines_dx9,
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use = libs,
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use = libs,
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install_path = install_path,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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idx = bld.get_taskgen_count()
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)
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)
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bld.shlib(
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source = source_dx8,
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target = PROJECT_NAME + 'dx8',
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name = PROJECT_NAME + 'dx8',
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features = 'c cxx',
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includes = includes,
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defines = defines_dx8,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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bld.shlib(
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source = source_dx7,
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target = PROJECT_NAME + 'dx7',
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name = PROJECT_NAME + 'dx7',
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features = 'c cxx',
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includes = includes,
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defines = defines_dx7,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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bld.shlib(
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source = source_dx6,
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target = PROJECT_NAME + 'dx6',
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name = PROJECT_NAME + 'dx6',
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features = 'c cxx',
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includes = includes,
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defines = defines_dx6,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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bld.shlib(
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source = source_dbg,
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target = PROJECT_NAME + 'dbg',
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name = PROJECT_NAME + 'dbg',
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features = 'c cxx',
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includes = includes,
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defines = defines_dbg,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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11
wscript
11
wscript
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@ -93,8 +93,7 @@ projects={
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'vtf',
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'vtf',
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'utils/vtex',
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'utils/vtex',
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'unicode',
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'unicode',
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'video',
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'video'
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'thirdparty/ALP'
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],
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],
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'tests': [
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'tests': [
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'appframework',
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'appframework',
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@ -146,8 +145,7 @@ projects={
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'vpklib',
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'vpklib',
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'vstdlib',
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'vstdlib',
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'vtf',
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'vtf',
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'stub_steam',
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'stub_steam'
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'thirdparty/ALP'
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]
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]
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}
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}
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@ -444,7 +442,7 @@ def configure(conf):
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if sys.platform == 'win32':
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if sys.platform == 'win32':
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conf.load('msvc_pdb_ext msdev msvs msvcdeps')
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conf.load('msvc_pdb_ext msdev msvs msvcdeps')
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conf.load('subproject xcompile compiler_c compiler_cxx gccdeps gitversion clang_compilation_database strip_on_install_v2 waf_unit_test enforce_pic')
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conf.load('subproject xcompile compiler_c compiler_cxx gccdeps gitversion clang_compilation_database strip_on_install waf_unit_test enforce_pic')
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if conf.env.DEST_OS == 'win32' and conf.env.DEST_CPU == 'amd64':
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if conf.env.DEST_OS == 'win32' and conf.env.DEST_CPU == 'amd64':
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conf.load('masm')
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conf.load('masm')
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elif conf.env.DEST_OS == 'darwin':
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elif conf.env.DEST_OS == 'darwin':
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@ -567,7 +565,8 @@ def configure(conf):
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linkflags += [
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linkflags += [
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'/LIBPATH:'+os.path.abspath('.')+'/lib/win32/'+conf.env.DEST_CPU+'/',
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'/LIBPATH:'+os.path.abspath('.')+'/lib/win32/'+conf.env.DEST_CPU+'/',
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'/LIBPATH:'+os.path.abspath('.')+'/dx9sdk/lib/'+conf.env.DEST_CPU+'/'
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'/LIBPATH:'+os.path.abspath('.')+'/dx9sdk/lib/'+conf.env.DEST_CPU+'/',
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'/STACK:0x10000000'
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]
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]
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# And here C++ flags starts to be treated separately
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# And here C++ flags starts to be treated separately
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Loading…
Reference in a new issue