Files
renderdoc/renderdoc/renderdoc.vcxproj
T
baldurk 0bd48d3c2c Update overlays to use DXIL as needed
* This is needed because D3D12 requires all shaders in a pipeline to use DXIL if
  any do.
* We try to bake the couple of DXIL shaders that we will mix-and-match with
  application shaders at build time, in case we aren't able to find a working
  dxcompiler at runtime to build them. But this can only happen if we find a
  working dxc.exe in one of the windows 10 SDKs.
2020-06-18 17:22:44 +01:00

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XML

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<ClCompile Include="os\win32\sys_win32_hooks.cpp" />
<ClCompile Include="os\win32\win32_callstack.cpp" />
<ClCompile Include="os\win32\win32_hook.cpp" />
<ClCompile Include="os\win32\win32_libentry.cpp" />
<ClCompile Include="os\win32\win32_network.cpp" />
<ClCompile Include="os\win32\win32_process.cpp" />
<ClCompile Include="os\win32\win32_shellext.cpp" />
<ClCompile Include="os\win32\win32_stringio.cpp" />
<ClCompile Include="os\win32\win32_threading.cpp" />
<ClCompile Include="replay\app_api.cpp" />
<ClCompile Include="replay\basic_types_tests.cpp" />
<ClCompile Include="replay\capture_file.cpp" />
<ClCompile Include="replay\capture_options.cpp" />
<ClCompile Include="replay\entry_points.cpp" />
<ClCompile Include="replay\replay_driver.cpp" />
<ClCompile Include="replay\replay_output.cpp" />
<ClCompile Include="replay\replay_controller.cpp" />
<ClCompile Include="serialise\codecs\chrome_json_codec.cpp" />
<ClCompile Include="serialise\codecs\xml_codec.cpp" />
<ClCompile Include="serialise\comp_io_tests.cpp" />
<ClCompile Include="serialise\lz4io.cpp" />
<ClCompile Include="serialise\rdcfile.cpp" />
<ClCompile Include="serialise\serialiser.cpp" />
<ClCompile Include="serialise\serialiser_tests.cpp" />
<ClCompile Include="serialise\streamio.cpp" />
<ClCompile Include="serialise\streamio_tests.cpp" />
<ClCompile Include="serialise\zstdio.cpp" />
<ClCompile Include="strings\grisu2.cpp" />
<ClCompile Include="strings\string_utils.cpp" />
<ClCompile Include="strings\utf8printf.cpp" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="data\renderdoc.rc" />
</ItemGroup>
<ItemGroup>
<None Include="api\replay\pipestate.inl" />
<None Include="api\replay\renderdoc_tostr.inl" />
<None Include="data\glsl\array2ms.comp" />
<None Include="data\glsl\blit.vert" />
<None Include="data\glsl\checkerboard.frag" />
<None Include="data\glsl\deptharr2ms.frag" />
<None Include="data\glsl\depthms2arr.frag" />
<None Include="data\glsl\fixedcol.frag" />
<None Include="data\glsl\gltext.frag" />
<None Include="data\glsl\gltext.vert" />
<None Include="data\glsl\histogram.comp" />
<None Include="data\glsl\mesh.comp" />
<None Include="data\glsl\mesh.frag" />
<None Include="data\glsl\mesh.geom" />
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<None Include="data\glsl\minmaxresult.comp" />
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<None Include="librenderdoc.so-gdb.py" />
<None Include="replay\renderdoc_serialise.inl" />
<None Include="data\hlsl\texremap.hlsl" />
<None Include="data\hlsl\fixedcol.hlsl" />
</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>
<PreprocessorDefinitions>RENDERDOC_BAKED_DXC_SHADERS=1;RENDERDOC_BAKED_PATH="$(DXILBakedDirParam)";%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile>
</ItemGroup>
</Target>
<Target Name="_bakeShaders" BeforeTargets="PrepareForBuild" Condition="$(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 $(DXCExecutable)" Importance="High" />
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=0 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(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 -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_1.dxbc&quot;"/>
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=2 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_2.dxbc&quot;"/>
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=3 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_3.dxbc&quot;"/>
<Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\quadoverdraw.hlsl&quot; -T ps_6_0 -E RENDERDOC_QuadOverdrawPS -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)quadwrite.dxbc&quot;"/>
</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>
<ItemGroup>
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</ItemGroup>
<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>
<Copy SourceFiles="$(ProjectDir)3rdparty\dbghelp\$(Platform)\symsrv.dll" DestinationFolder="$(OutDir)">
</Copy>
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</Copy>
<Copy SourceFiles="$(ProjectDir)3rdparty\dbghelp\$(Platform)\dbghelp.dll" DestinationFolder="$(OutDir)">
</Copy>
</Target>
</Project>