Files
renderdoc/renderdoc/renderdoc.vcxproj
T
baldurk e5f4ca7bb8 Remove use of const char * in public API and OS specific where possible
* This prevents unnecessary conversions back and forth between rdcstr and const
  char * when going through interfaces. In the OS specific layer this is rarely
  an issue because most of the implementations don't convert to rdcstr, but it
  is convenient to be able to pass in an rdcstr directly. The few cases where
  there's an unecessary construction of an rdcstr is acceptable.
* A couple of places in the public API need to return a string from a global
  function, so can't return an rdcstr due to C ABI, so they still return a const
  char *.
* Similarly const char * is kept for logging, to avoid a dependency on rdcstr
  and because that's one place where unnecessary conversions/constructions may
  be impactful.
2020-12-07 17:44:50 +00:00

891 lines
42 KiB
XML

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</ClCompile>
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</ItemGroup>
<ItemGroup>
<ResourceCompile Include="data\renderdoc.rc" />
</ItemGroup>
<ItemGroup>
<None Include="api\replay\pipestate.inl" />
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<None Include="data\glsl\array2ms.comp" />
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</ItemGroup>
<!-- try to bake shaders needed in DXIL now, in case we won't be able to find a dxc at runtime -->
<UsingTask TaskName="GetDXCExecutable" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
<ParameterGroup>
<DXC ParameterType="System.String" Required="False" Output="True" />
<SDKPath ParameterType="System.String" Required="True" Output="False" />
</ParameterGroup>
<Task>
<Code Type="Class" Language="cs">
using System;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
namespace DXCEnumerateAndCheck {
public class GetDXCExecutable : Microsoft.Build.Utilities.Task {
public override bool Execute() {
string[] dirs = System.IO.Directory.GetDirectories(SDKPath, "10.*");
// sort and reverse so we try from latest to oldest
System.Array.Sort(dirs);
System.Array.Reverse(dirs);
// look for the latest dxc.exe available that works
foreach(string path in dirs)
{
string dxcCheck = System.IO.Path.Combine(path, "x64", "dxc.exe");
if(System.IO.File.Exists(dxcCheck))
{
// check that dxc.exe is runnable, some dxc.exe are broken
try
{
ProcessStartInfo psi = new ProcessStartInfo();
psi.UseShellExecute = false;
psi.FileName = dxcCheck;
psi.CreateNoWindow = true;
Process.Start(psi);
DXC = dxcCheck;
return true;
}
catch(Exception ex)
{
// keep going, maybe we'll find one that works
}
}
}
// always succeed even if we don't find dxc
return true;
}
[Microsoft.Build.Framework.Required] public string SDKPath { get; set; }
[Microsoft.Build.Framework.Output] public string DXC { get; set; }
}
}
</Code>
</Task>
</UsingTask>
<Target Name="_findDXC" BeforeTargets="PrepareForBuild">
<GetDXCExecutable SDKPath="$(Registry:HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft SDKs\Windows\v10.0@InstallationFolder)bin" ContinueOnError="WarnAndContinue">
<Output TaskParameter="DXC" PropertyName="DXCExecutable" />
</GetDXCExecutable>
<Message Condition="$(DXCExecutable.Length) == 0" Importance="high" Text="Can't build DXIL shaders without DXC. Install windows 10 SDK to bake DXIL shaders." />
<PropertyGroup>
<DXILBakedDir>$(IntDir)</DXILBakedDir>
<DXILBakedDirParam>$(DXILBakedDir.Replace('\', '/'))</DXILBakedDirParam>
</PropertyGroup>
<ItemGroup Condition="$(DXCExecutable.Length) &gt; 0">
<ResourceCompile>
<AdditionalIncludeDirectories>$(DXILBakedDirParam)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>RENDERDOC_BAKED_DXC_SHADERS=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile>
</ItemGroup>
</Target>
<Target Name="_bakeShaders" BeforeTargets="PrepareForBuild" Condition="$(DXCExecutable.Length) &gt; 0" Inputs="data\hlsl\fixedcol.hlsl;data\hlsl\quadoverdraw.hlsl" Outputs="$(DXILBakedDir)\fixedcol_0.dxbc;$(DXILBakedDir)\fixedcol_1.dxbc;$(DXILBakedDir)\fixedcol_2.dxbc;$(DXILBakedDir)\fixedcol_3.dxbc;$(DXILBakedDir)\quadwrite.dxbc">
<Message Text="Baking DXIL Shaders with $(DXCExecutable)" Importance="High" />
<MakeDir Directories="$(DXILBakedDir)" />
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=0 -E main -Qstrip_reflect -Fo &quot;$(DXILBakedDir)fixedcol_0.dxbc&quot;" />
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=1 -E main -Qstrip_reflect -Fo &quot;$(DXILBakedDir)fixedcol_1.dxbc&quot;" />
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=2 -E main -Qstrip_reflect -Fo &quot;$(DXILBakedDir)fixedcol_2.dxbc&quot;" />
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</Target>
<ItemGroup>
<Natvis Include="renderdoc.natvis" />
</ItemGroup>
<Target Name="_jsonProcess" BeforeTargets="PrepareForBuild">
<!-- Read the version.h -->
<PropertyGroup>
<VersionFile>$([System.IO.File]::ReadAllText('$(SolutionDir)renderdoc/api/replay/version.h').Trim())</VersionFile>
</PropertyGroup>
<!-- Extract the major and minor lines -->
<PropertyGroup>
<!-- Find the start of the line -->
<MajorVersionStart>$(VersionFile.IndexOf('#define RENDERDOC_VERSION_MAJOR'))</MajorVersionStart>
<!-- Take the rest of the file and split it by newline to get an array of lines,
Take the first line and split it by space
Take the third item. This is #define MAJOR foo
0 1 2
-->
<MajorVersion>$(VersionFile.Substring($(MajorVersionStart)).Split('
')[0].Split(' ')[2])</MajorVersion>
<MinorVersionStart>$(VersionFile.IndexOf('#define RENDERDOC_VERSION_MINOR'))</MinorVersionStart>
<MinorVersion>$(VersionFile.Substring($(MinorVersionStart)).Split('
')[0].Split(' ')[2])</MinorVersion>
</PropertyGroup>
<Message Text="Processing layer JSON file for RenderDoc $(MajorVersion).$(MinorVersion)" Importance="High" />
<!-- Read the template json, replace the major/minor versions -->
<PropertyGroup>
<VulkanEnableVar>ENABLE_VULKAN_$(ProjectName)_CAPTURE</VulkanEnableVar>
<JSONContents>$([System.IO.File]::ReadAllText('$(SolutionDir)renderdoc/driver/vulkan/renderdoc.json').Replace('@RENDERDOC_VERSION_MAJOR@', '$(MajorVersion)').Replace('@RENDERDOC_VERSION_MINOR@', '$(MinorVersion)').Replace('@VULKAN_LAYER_MODULE_PATH@', '.\\$(ProjectName).dll').Replace('@VULKAN_ENABLE_VAR@', $(VulkanEnableVar.ToUpper())))</JSONContents>
</PropertyGroup>
<!-- Write it out to the output directory -->
<WriteLinesToFile File="$(OutDir)$(ProjectName).json" Lines="$(JSONContents)" Overwrite="true" />
</Target>
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<ItemGroup>
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<Link>d3dcompiler_47.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Visible>false</Visible>
</Content>
<Content Include="$(WindowsSdkDir_10)\Redist\D3D\x86\d3dcompiler_47.dll" Condition="Exists('$(WindowsSdkDir_10)\Redist\D3D\x86\d3dcompiler_47.dll') AND '$(Platform)'=='Win32'">
<Link>d3dcompiler_47.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Visible>false</Visible>
</Content>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
<Target Name="AfterBuild" AfterTargets="Build">
<Copy SourceFiles="$(ProjectDir)api\app\renderdoc_app.h" DestinationFolder="$(OutDir)">
</Copy>
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</Copy>
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</Copy>
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</Copy>
</Target>
</Project>