diff options
Diffstat (limited to 'materialsystem/stdshaders/stdshader_dx9.vpc')
| -rw-r--r-- | materialsystem/stdshaders/stdshader_dx9.vpc | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/stdshader_dx9.vpc b/materialsystem/stdshaders/stdshader_dx9.vpc new file mode 100644 index 0000000..46428bd --- /dev/null +++ b/materialsystem/stdshaders/stdshader_dx9.vpc @@ -0,0 +1,247 @@ +//----------------------------------------------------------------------------- +// STDSHADER_DX9.VPC +// +// Project Script +//----------------------------------------------------------------------------- + +$Macro SRCDIR "..\.." +$Macro OUTBINDIR "$SRCDIR\..\game\bin" + +// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't +// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned. +$Macro DISABLE_FTOL3_OVERRIDE "1" + +$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc" + +$Configuration "Debug" +{ + $General + { + $OutputDirectory "Debug_dx9" [$WINDOWS] + $IntermediateDirectory "Debug_dx9" [$WINDOWS] + + $OutputDirectory "Debug_dx9_360" [$X360] + $IntermediateDirectory "Debug_dx9_360" [$X360] + } +} + +$Configuration "Release" +{ + $General + { + $OutputDirectory "Release_dx9" [$WINDOWS] + $IntermediateDirectory "Release_dx9" [$WINDOWS] + + $OutputDirectory "Release_dx9_360" [$X360] + $IntermediateDirectory "Release_dx9_360" [$X360] + } +} + +// Common Configuration +$Configuration +{ + $Compiler + { + $AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;" [$WIN32||$POSIX] + $AdditionalIncludeDirectories "$BASE;..\..\dx9sdk\include" [$WIN32] + $AdditionalIncludeDirectories "$BASE;fxctmp9_360;vshtmp9_360" [$X360] + $PreprocessorDefinitions "$BASE;STDSHADER_DX9_DLL_EXPORT;FAST_MATERIALVAR_ACCESS" + $PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WIN32||$X360) && !$GL] + } + + $Linker + { + $AdditionalDependencies "$BASE version.lib winmm.lib" [$WIN32] + $ModuleDefinitionFile "xbox\xbox_dx9.def" [$X360] + $SystemLibraries "iconv" [$OSXALL] + } +} + +$Project "stdshader_dx9" +{ + $Folder "Source Files" + { + $File "aftershock.cpp" + $File "aftershock_helper.cpp" + $File "AccumBuff4Sample.cpp" + $File "accumbuff5sample.cpp" + $File "BaseVSShader.cpp" + $File "bik_dx90.cpp" + $File "Bloom.cpp" + $File "BlurFilterX.cpp" + $File "BlurFilterY.cpp" + $File "BufferClearObeyStencil_dx9.cpp" + $File "cable_dx9.cpp" + $File "cloak.cpp" + $File "cloak_blended_pass_helper.cpp" + $File "cloak_dx9_helper.cpp" + $File "cloud_dx9.cpp" + $File "colorcorrection.cpp" + $File "compositor.cpp" + $File "core_dx9.cpp" + $File "color_projection.cpp" + $File "debugmrttexture.cpp" + $File "debugmorphaccumulator_dx9.cpp" [$WIN32] + $File "DebugTextureView.cpp" + $File "DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp" + $File "DecalModulate_dx9.cpp" + $File "depthwrite.cpp" + $File "Downsample.cpp" + $File "downsample_nohdr.cpp" + $File "Engine_Post_dx9.cpp" + $File "emissive_scroll_blended_pass_helper.cpp" + $File "eye_refract.cpp" + $File "eye_refract_helper.cpp" + $File "eyes_dx8_dx9_helper.cpp" + $File "eyes_dx9.cpp" + $File "eyeglint_dx9.cpp" + $File "filmdust_dx8_dx9.cpp" + $File "filmgrain_dx8_dx9.cpp" + $File "flesh_interior_blended_pass_helper.cpp" + $File "floatcombine.cpp" + $File "floatcombine_autoexpose.cpp" + $File "floattoscreen.cpp" + $File "floattoscreen_vanilla.cpp" + $File "HDRCombineTo16Bit.cpp" + $File "HDRSelectRange.cpp" + $File "hsl_filmgrain_pass1.cpp" + $File "hsl_filmgrain_pass2.cpp" + $File "hsv.cpp" + $File "introscreenspaceeffect.cpp" + $File "lightmappedgeneric_dx9.cpp" + $File "lightmappedgeneric_dx9_helper.cpp" + $File "lightmappedreflective.cpp" + $File "modulate_dx9.cpp" + $File "MonitorScreen_dx9.cpp" + $File "morphaccumulate_dx9.cpp" [$WIN32] + $File "morphweight_dx9.cpp" [$WIN32] + $File "motion_blur_dx9.cpp" + $File "occlusion_dx9.cpp" + $File "particlelitgeneric_dx9.cpp" + $File "particlelitgeneric_dx9_helper.cpp" + $File "particlesphere_dx9.cpp" + $File "portal.cpp" + $File "portalstaticoverlay.cpp" + $File "portal_refract.cpp" + $File "portal_refract_helper.cpp" + $File "pyro_vision.cpp" + $File "refract.cpp" + $File "refract_dx9_helper.cpp" + $File "rendertargetblit_x360.cpp" [$X360] + $File "sample4x4.cpp" + $File "sample4x4_blend.cpp" + $File "screenspace_general.cpp" + $File "sfm_blurfilterx.cpp" + $File "sfm_blurfiltery.cpp" + $File "sfm_downsample.cpp" + $File "sfm_integercombine.cpp" + $File "shadow.cpp" + $File "shadowbuild_dx9.cpp" + $File "shadowmodel_dx9.cpp" + $File "shatteredglass.cpp" + $File "showz.cpp" + $File "skin_dx9_helper.cpp" + $File "sky_dx9.cpp" + $File "sky_hdr_dx9.cpp" + $File "sprite_dx9.cpp" + $File "spritecard.cpp" + $File "teeth.cpp" + $File "TreeLeaf.cpp" + $File "unlitgeneric_dx9.cpp" + $File "unlittwotexture_dx9.cpp" + $File "vertexlitgeneric_dx9.cpp" + $File "vertexlitgeneric_dx9_helper.cpp" + $File "volume_clouds.cpp" + $File "volume_clouds_helper.cpp" + $File "vortwarp_dx9.cpp" + $File "vr_distort_hud.cpp" + $File "vr_distort_texture.cpp" + $File "warp.cpp" + $File "water.cpp" + $File "weapon_sheen_pass_helper.cpp" + $File "windowimposter_dx90.cpp" + $File "wireframe_dx9.cpp" + $File "worldtwotextureblend.cpp" + $File "worldvertexalpha.cpp" + $File "worldvertextransition.cpp" + $File "worldvertextransition_dx8_helper.cpp" + $File "writez_dx9.cpp" + $File "writestencil_dx9.cpp" + + $Folder "Remove me when VAC2 is out" [$WIN32] + { + $File "$SRCDIR\tier1\checksum_crc.cpp" + $File "$SRCDIR\tier1\checksum_md5.cpp" + $File "..\shader_dll_verify.cpp" + $File "..\shader_dll_verify.h" + } + + // 360 collapes stdshader_dbg.dll into stdshader_dx9.dll + $Folder "stdshader_dbg Files" [$X360] + { + $File "debugdepth.cpp" + $File "DebugDrawEnvmapMask.cpp" + $File "debugluxel.cpp" + $File "debugnormalmap.cpp" + $File "debugtangentspace.cpp" + $File "fillrate.cpp" + + // dead shader, but hl2 models have it + $File "eyeball.cpp" + } + } + + $Folder "Xbox" [$X360] + { + -$File "xbox\xbox.def" + $File "xbox\xbox_dx9.def" + } + + $Folder "Header Files" + { + $File "BaseVSShader.h" + $File "cloak_dx9_helper.h" + $File "common_fxc.h" + $File "common_hlsl_cpp_consts.h" + $File "common_ps_fxc.h" + $File "common_vertexlitgeneric_dx9.h" + $File "common_vs_fxc.h" + $File "lightmappedgeneric_dx9_helper.h" + $File "lightmappedgeneric_ps2_3_x.h" + $File "refract_dx9_helper.h" + $File "shader_constant_register_map.h" + $File "skin_dx9_helper.h" + $File "particlelitgeneric_dx9_helper.h" + $File "vertexlitgeneric_dx95_helper.h" + $File "vortwarp_vs20_helper.h" + $File "worldvertextransition_dx8_helper.h" + $File "water_ps2x_helper.h" + } + + $Folder "Link Libraries" [$WIN32] + { + $File "$SRCDIR\dx9sdk\lib\d3dx9.lib" + } + + $Folder "Link Libraries" + { + $Lib mathlib + $Lib shaderlib + } + + $File "$SRCDIR\devtools\bin\vsh_prep.pl" + $File "$SRCDIR\devtools\bin\psh_prep.pl" + $File "$SRCDIR\devtools\bin\fxc_prep.pl" + $File "$SRCDIR\devtools\bin\updateshaders.pl" + $File "$SRCDIR\devtools\bin\copyshaders.pl" + $File "$SRCDIR\devtools\bin\p4autocheckout.pl" + $File "$SRCDIR\devtools\bin\p4revertshadertargets.pl" + $File "$SRCDIR\devtools\bin\valve_perl_helpers.pl" + $File "$SRCDIR\devtools\bin\checkshaderchecksums.pl" + $File "buildallshaders.bat" + $File "buildshaders.bat" + + $Shaders "stdshader_dx9_20b.txt" + $Shaders "stdshader_dx9_30.txt" + //$Shaders "stdshader_dx10.txt" +} |