Add note about new DXGI stuff to undefine if only using the DX SDK

This commit is contained in:
baldurk
2015-01-05 15:28:36 +00:00
parent 5cb999e970
commit 26ac392e79
+1 -1
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@@ -3,7 +3,7 @@ Windows
The main [renderdoc.sln](renderdoc.sln) is a VS2010 solution. To build on later VS versions, simply open & upgrade, I've tested building on VS2012 and VS2013 without issues. It compiles fine in the [free VS2013 version](http://www.visualstudio.com/en-us/news/vs2013-community-vs.aspx).
The only external dependency should be the [Windows 8.1 SDK](http://msdn.microsoft.com/en-us/windows/desktop/bg162891.aspx). The 8.0 SDK should also work fine, but [the vcxproj](renderdoc/renderdoc.vcxproj) is set up to look in `$(ProgramFiles)\Windows Kits\8.1\` for the necessary paths. If your SDK is installed elsewhere you'll also need to change these locally. You can also compile only against the June 2010 DirectX SDK if you undefine `INCLUDE_D3D_11_1` in `d3d11_common.h`.
The only external dependency should be the [Windows 8.1 SDK](http://msdn.microsoft.com/en-us/windows/desktop/bg162891.aspx). The 8.0 SDK should also work fine, but [the vcxproj](renderdoc/renderdoc.vcxproj) is set up to look in `$(ProgramFiles)\Windows Kits\8.1\` for the necessary paths. If your SDK is installed elsewhere you'll also need to change these locally. You can also compile only against the June 2010 DirectX SDK if you undefine `INCLUDE_D3D_11_1` in `d3d11_common.h`, and `INCLUDE_DXGI_1_2` in `dxgi_wrapped.h`.
Profile configuration is recommended for day-to-day dev. It's debuggable but not too slow. Release configuration is then obviously what you should build for any builds you'll send out to people or if you want to evaluate performance.