diff options
Diffstat (limited to 'linux/make_check/cache/shaderlib.dsp.check')
| -rw-r--r-- | linux/make_check/cache/shaderlib.dsp.check | 296 |
1 files changed, 296 insertions, 0 deletions
diff --git a/linux/make_check/cache/shaderlib.dsp.check b/linux/make_check/cache/shaderlib.dsp.check new file mode 100644 index 0000000..c8ce4d1 --- /dev/null +++ b/linux/make_check/cache/shaderlib.dsp.check @@ -0,0 +1,296 @@ +# Microsoft Developer Studio Project File - Name="shaderlib" - Package Owner=<4> +# Microsoft Developer Studio Generated Build File, Format Version 6.00 +# ** DO NOT EDIT ** + +# TARGTYPE "Win32 (x86) Static Library" 0x0104 + +CFG=shaderlib - Win32 Debug +!MESSAGE This is not a valid makefile. To build this project using NMAKE, +!MESSAGE use the Export Makefile command and run +!MESSAGE +!MESSAGE NMAKE /f "shaderlib.mak". +!MESSAGE +!MESSAGE You can specify a configuration when running NMAKE +!MESSAGE by defining the macro CFG on the command line. For example: +!MESSAGE +!MESSAGE NMAKE /f "shaderlib.mak" CFG="shaderlib - Win32 Debug" +!MESSAGE +!MESSAGE Possible choices for configuration are: +!MESSAGE +!MESSAGE "shaderlib - Win32 Release" (based on "Win32 (x86) Static Library") +!MESSAGE "shaderlib - Win32 Debug" (based on "Win32 (x86) Static Library") +!MESSAGE + +# Begin Project +# PROP AllowPerConfigDependencies 0 +# PROP Scc_ProjName "shaderlib" +# PROP Scc_LocalPath "." +CPP=cl.exe +RSC=rc.exe + +!IF "$(CFG)" == "shaderlib - Win32 Release" + +# PROP BASE Use_MFC 0 +# PROP BASE Use_Debug_Libraries 0 +# PROP BASE Output_Dir "Release" +# PROP BASE Intermediate_Dir "Release" +# PROP BASE Target_Dir "" +# PROP Use_MFC 0 +# PROP Use_Debug_Libraries 0 +# PROP Output_Dir "Release" +# PROP Intermediate_Dir "Release" +# PROP Target_Dir "" +# ADD BASE CPP /nologo /G6 /W4 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FD /c +# ADD CPP /nologo /G6 /W4 /Z7 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "./" /I "../" /I "../../public" /I "../../public\tier1" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FD /c +# ADD BASE RSC /l 0x409 /d "NDEBUG" +# ADD RSC /l 0x409 /d "NDEBUG" +BSC32=bscmake.exe +# ADD BASE BSC32 /nologo +# ADD BSC32 /nologo +LIB32=link.exe -lib +# ADD BASE LIB32 /nologo +# ADD LIB32 /nologo +# Begin Custom Build - Publishing to target directory (..\..\lib\public\)... +TargetDir=.\Release +TargetPath=.\Release\shaderlib.lib +InputPath=.\Release\shaderlib.lib +SOURCE="$(InputPath)" + +"..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" + if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib + copy $(TargetPath) ..\..\lib\public\shaderlib.lib + if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map + +# End Custom Build + +!ELSEIF "$(CFG)" == "shaderlib - Win32 Debug" + +# PROP BASE Use_MFC 0 +# PROP BASE Use_Debug_Libraries 1 +# PROP BASE Output_Dir "Debug" +# PROP BASE Intermediate_Dir "Debug" +# PROP BASE Target_Dir "" +# PROP Use_MFC 0 +# PROP Use_Debug_Libraries 1 +# PROP Output_Dir "Debug" +# PROP Intermediate_Dir "Debug" +# PROP Target_Dir "" +# ADD BASE CPP /nologo /G6 /W4 /Gm /Zi /Od /Op /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FR /FD /GZ /c +# ADD CPP /nologo /G6 /W4 /Z7 /Od /Op /I "./" /I "../" /I "../../public" /I "../../public\tier1" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FR /FD /GZ /c +# ADD BASE RSC /l 0x409 /d "_DEBUG" +# ADD RSC /l 0x409 /d "_DEBUG" +BSC32=bscmake.exe +# ADD BASE BSC32 /nologo +# ADD BSC32 /nologo +LIB32=link.exe -lib +# ADD BASE LIB32 /nologo +# ADD LIB32 /nologo +# Begin Custom Build - Publishing to target directory (..\..\lib\public\)... +TargetDir=.\Debug +TargetPath=.\Debug\shaderlib.lib +InputPath=.\Debug\shaderlib.lib +SOURCE="$(InputPath)" + +"..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" + if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib + copy $(TargetPath) ..\..\lib\public\shaderlib.lib + if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map + +# End Custom Build + +!ENDIF + +# Begin Target + +# Name "shaderlib - Win32 Release" +# Name "shaderlib - Win32 Debug" +# Begin Group "Source Files" + +# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" +# Begin Source File + +SOURCE=.\BaseShader.cpp +# End Source File +# Begin Source File + +SOURCE=..\..\tier1\convar.cpp +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier1\convar.h +# End Source File +# Begin Source File + +SOURCE=..\..\tier1\interface.cpp +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier1\interface.h +# End Source File +# Begin Source File + +SOURCE=.\ShaderDLL.cpp +# End Source File +# Begin Source File + +SOURCE=.\shaderDLL_Global.h +# End Source File +# Begin Source File + +SOURCE=.\shaderlib_cvar.cpp +# End Source File +# Begin Source File + +SOURCE=.\shaderlib_cvar.h +# End Source File +# End Group +# Begin Group "Header Files" + +# PROP Default_Filter "h;hpp;hxx;hm;inl" +# Begin Source File + +SOURCE=..\..\public\shaderlib\BaseShader.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\basetypes.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\commonmacros.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\shaderlib\cshader.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier0\dbg.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier0\fasttimer.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\appframework\IAppSystem.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\vstdlib\ICommandLine.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\icvar.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\ImageLoader.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\imaterial.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\imaterialsystem.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\imaterialsystemhardwareconfig.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\imaterialvar.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\imesh.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\IShader.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\ishaderapi.h +# End Source File +# Begin Source File + +SOURCE=..\IShaderSystem.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\itexture.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\materialsystem\materialsystem_config.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\MATHLIB.H +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier0\memdbgoff.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier0\memdbgon.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier0\platform.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\protected_things.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\shaderlib\ShaderDLL.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\string_t.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\vstdlib\strtools.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier1\utlmemory.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\tier1\utlvector.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\vector.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\vector2d.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\vector4d.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\vmatrix.h +# End Source File +# Begin Source File + +SOURCE=..\..\Public\vplane.h +# End Source File +# Begin Source File + +SOURCE=..\..\public\vstdlib\vstdlib.h +# End Source File +# End Group +# End Target +# End Project |