Files
renderdoc/util/test/demos/demos.vcxproj
T
baldurk 3e143508ed Remove VK_EXT_Buffer_Address test
* This extension is no longer supported by VMA so doesn't run cleanly. We could
  fix it up to do everything manually, but there's little point as it's clear
  now that this extension had a short lifespan and limited support, and is
  unlikely to be in use today in significant manner. We still support it in
  RenderDoc of course, but there's not much value in testing it specifically
  (and it wasn't auto-tested before)
2026-11-10 12:02:46 +00:00

542 lines
27 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Development|Win32">
<Configuration>Development</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Development|x64">
<Configuration>Development</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<UseNativeEnvironment>true</UseNativeEnvironment>
<ProjectGuid>{EC8C6087-E99E-44B3-B8DC-3C9FE7907F47}</ProjectGuid>
<RootNamespace>demos</RootNamespace>
<ProjectName>demos</ProjectName>
</PropertyGroup>
<Import Project="$(SolutionDir)\..\WindowsSDKTarget.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
<LinkIncremental>false</LinkIncremental>
<WholeProgramOptimization>true</WholeProgramOptimization>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<!-- WindowsSDKFix is relative to parent solution, replicate it here -->
<!-- <Import Project="$(SolutionDir)\..\WindowsSDKFix.props" /> -->
<PropertyGroup>
<IncludePath>$(SolutionDir)\..\sdkfix;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup>
<OutDir>$(SolutionDir)</OutDir>
<IntDir>$(ProjectDir)obj\$(Platform)\$(Configuration)\</IntDir>
<ExecutablePath>$(ExecutablePath)</ExecutablePath>
<IncludePath>$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Platform)'=='x64'">
<TargetName>$(ProjectName)_x64</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Platform)'=='Win32'">
<TargetName>$(ProjectName)_x86</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
<ClCompile>
<PreprocessorDefinitions>WIN64;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
<PreprocessorDefinitions>RELEASE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup>
<ClCompile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(ProjectDir)vk\official;$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>VK_USE_PLATFORM_WIN32_KHR;WIN32;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>Level4</WarningLevel>
<TreatWarningAsError>true</TreatWarningAsError>
<DisableSpecificWarnings>4100;4054;4055</DisableSpecificWarnings>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<AdditionalDependencies>kernel32.lib;user32.lib;msimg32.lib;gdi32.lib;shell32.lib;shlwapi.lib</AdditionalDependencies>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Development'">
<ClCompile>
<Optimization>Disabled</Optimization>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="3rdparty\fmt\format.cc" />
<ClCompile Include="3rdparty\md5\md5.c" />
<ClCompile Include="android\android_platform.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="android\android_window.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="d3d11\d3d11_1_many_uavs.cpp" />
<ClCompile Include="d3d11\d3d11_amd_shader_extensions.cpp" />
<ClCompile Include="d3d11\d3d11_annotations.cpp" />
<ClCompile Include="d3d11\d3d11_array_interpolator.cpp" />
<ClCompile Include="d3d11\d3d11_binding_hazards.cpp" />
<ClCompile Include="d3d11\d3d11_buffer_truncation.cpp" />
<ClCompile Include="d3d11\d3d11_byte_address_buffers.cpp" />
<ClCompile Include="d3d11\d3d11_cbuffer_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_counter_query_pred.cpp" />
<ClCompile Include="d3d11\d3d11_deferred_map.cpp" />
<ClCompile Include="d3d11\d3d11_deferred_updatesubresource.cpp" />
<ClCompile Include="d3d11\d3d11_discard_view.cpp" />
<ClCompile Include="d3d11\d3d11_discard_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_divergent_shader.cpp" />
<ClCompile Include="d3d11\d3d11_draw_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_empty_capture.cpp" />
<ClCompile Include="d3d11\d3d11_empty_compute_dispatch.cpp" />
<ClCompile Include="d3d11\d3d11_empty_drawcall.cpp" />
<ClCompile Include="d3d11\d3d11_empty_viewports.cpp" />
<ClCompile Include="d3d11\d3d11_feature_level_9.cpp" />
<ClCompile Include="d3d11\d3d11_groupshared.cpp" />
<ClCompile Include="d3d11\d3d11_helpers.cpp" />
<ClCompile Include="d3d11\d3d11_large_buffer.cpp" />
<ClCompile Include="d3d11\d3d11_leak_check.cpp" />
<ClCompile Include="d3d11\d3d11_many_rtvs.cpp" />
<ClCompile Include="d3d11\d3d11_map_overrun.cpp" />
<ClCompile Include="d3d11\d3d11_mesh_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_midframe_create.cpp" />
<ClCompile Include="d3d11\d3d11_mip_gen_rt.cpp" />
<ClCompile Include="d3d11\d3d11_mip_rtv.cpp" />
<ClCompile Include="d3d11\d3d11_overdraw_stress.cpp" />
<ClCompile Include="d3d11\d3d11_parameter_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_pixel_history.cpp" />
<ClCompile Include="d3d11\d3d11_primitiveid.cpp" />
<ClCompile Include="d3d11\d3d11_shader_debug_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_overlay_test.cpp" />
<ClCompile Include="d3d11\d3d11_primitive_restart.cpp" />
<ClCompile Include="d3d11\d3d11_refcount_check.cpp" />
<ClCompile Include="d3d11\d3d11_resource_lifetimes.cpp" />
<ClCompile Include="d3d11\d3d11_saturate.cpp" />
<ClCompile Include="d3d11\d3d11_shader_editing.cpp" />
<ClCompile Include="d3d11\d3d11_shader_isa.cpp" />
<ClCompile Include="d3d11\d3d11_shader_linkage_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_simple_dispatch.cpp" />
<ClCompile Include="d3d11\d3d11_simple_triangle.cpp" />
<ClCompile Include="d3d11\d3d11_storage_raster.cpp" />
<ClCompile Include="d3d11\d3d11_stream_out.cpp" />
<ClCompile Include="d3d11\d3d11_stripped_shaders.cpp" />
<ClCompile Include="d3d11\d3d11_structured_buffer_misaligned_dirty.cpp" />
<ClCompile Include="d3d11\d3d11_structured_buffer_nested.cpp" />
<ClCompile Include="d3d11\d3d11_structured_buffer_read.cpp" />
<ClCompile Include="d3d11\d3d11_swapchain_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_template.cpp" />
<ClCompile Include="d3d11\d3d11_test.cpp" />
<ClCompile Include="d3d11\d3d11_texture_3d.cpp" />
<ClCompile Include="d3d11\d3d11_texture_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_untyped_backbuffer_descriptor.cpp" />
<ClCompile Include="d3d11\d3d11_vertex_attr_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_video_textures.cpp" />
<ClCompile Include="d3d11\d3d11_workgroup_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_amd_shader_extensions.cpp" />
<ClCompile Include="d3d12\d3d12_annotations.cpp" />
<ClCompile Include="d3d12\d3d12_blend.cpp" />
<ClCompile Include="d3d12\d3d12_buffer_truncation.cpp" />
<ClCompile Include="d3d12\d3d12_cbuffer_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_compute_only.cpp" />
<ClCompile Include="d3d12\d3d12_descriptor_indexing.cpp" />
<ClCompile Include="d3d12\d3d12_discard_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_draw_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_empty_capture.cpp" />
<ClCompile Include="d3d12\d3d12_execute_indirect.cpp" />
<ClCompile Include="d3d12\d3d12_existing_heap.cpp" />
<ClCompile Include="d3d12\d3d12_groupshared.cpp" />
<ClCompile Include="d3d12\d3d12_helpers.cpp" />
<ClCompile Include="d3d12\d3d12_memory_overlap.cpp" />
<ClCompile Include="d3d12\d3d12_mesh_shader.cpp" />
<ClCompile Include="d3d12\d3d12_multi_wait_before_signal.cpp" />
<ClCompile Include="d3d12\d3d12_large_buffer.cpp" />
<ClCompile Include="d3d12\d3d12_leak_check.cpp" />
<ClCompile Include="d3d12\d3d12_list_alloc_tests.cpp" />
<ClCompile Include="d3d12\d3d12_list_types.cpp" />
<ClCompile Include="d3d12\d3d12_map_placed_alias.cpp" />
<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
<ClCompile Include="d3d12\d3d12_parameter_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_pixel_history.cpp" />
<ClCompile Include="d3d12\d3d12_predication.cpp" />
<ClCompile Include="d3d12\d3d12_primitiveid.cpp" />
<ClCompile Include="d3d12\d3d12_reflection_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_rendertarget_binds.cpp" />
<ClCompile Include="d3d12\d3d12_render_pass.cpp" />
<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_rtas_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_debugdata_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
<ClCompile Include="d3d12\d3d12_shader_isa.cpp" />
<ClCompile Include="d3d12\d3d12_shader_linkage_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_sharing.cpp" />
<ClCompile Include="d3d12\d3d12_simple_dispatch.cpp" />
<ClCompile Include="d3d12\d3d12_simple_triangle.cpp" />
<ClCompile Include="d3d12\d3d12_stripped_shaders.cpp" />
<ClCompile Include="d3d12\d3d12_subgroup_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_swapchain_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_template.cpp" />
<ClCompile Include="d3d12\d3d12_test.cpp" />
<ClCompile Include="d3d12\d3d12_texture_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_untyped_backbuffer_descriptor.cpp" />
<ClCompile Include="d3d12\d3d12_vertex_attr_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_vertex_uav.cpp" />
<ClCompile Include="d3d12\d3d12_video_textures.cpp" />
<ClCompile Include="d3d12\d3d12_vrs.cpp" />
<ClCompile Include="d3d12\d3d12_workgroup_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_write_subresource.cpp" />
<ClCompile Include="dx\d3d_helpers.cpp" />
<ClCompile Include="3rdparty\glad\glad.c" />
<ClCompile Include="3rdparty\glad\glad_egl.c">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="3rdparty\glad\glad_glx.c">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="3rdparty\glad\glad_wgl.c" />
<ClCompile Include="gl\gl_annotations.cpp" />
<ClCompile Include="gl\gl_buffer_resizing.cpp" />
<ClCompile Include="gl\gl_buffer_spam.cpp" />
<ClCompile Include="gl\gl_buffer_truncation.cpp" />
<ClCompile Include="gl\gl_buffer_updates.cpp" />
<ClCompile Include="gl\gl_callstacks.cpp" />
<ClCompile Include="gl\gl_cbuffer_zoo.cpp" />
<ClCompile Include="gl\gl_depthstencil_fbo.cpp" />
<ClCompile Include="gl\gl_depth_bounds.cpp" />
<ClCompile Include="gl\gl_discard_zoo.cpp" />
<ClCompile Include="gl\gl_draw_zoo.cpp" />
<ClCompile Include="gl\gl_dx_interop.cpp" />
<ClCompile Include="gl\gl_empty_capture.cpp" />
<ClCompile Include="gl\gl_entry_points.cpp" />
<ClCompile Include="gl\gl_large_bcn_arrays.cpp" />
<ClCompile Include="gl\gl_large_buffer.cpp" />
<ClCompile Include="gl\gl_leak_check.cpp" />
<ClCompile Include="gl\gl_map_overrun.cpp" />
<ClCompile Include="gl\gl_marker_test.cpp" />
<ClCompile Include="gl\gl_mesh_zoo.cpp" />
<ClCompile Include="gl\gl_midframe_context_create.cpp" />
<ClCompile Include="gl\gl_mip_gen_rt.cpp" />
<ClCompile Include="gl\gl_multithread_rendering.cpp" />
<ClCompile Include="gl\gl_multi_window.cpp" />
<ClCompile Include="gl\gl_overlay_test.cpp" />
<ClCompile Include="gl\gl_parameter_zoo.cpp" />
<ClCompile Include="gl\gl_per_type_tex_units.cpp" />
<ClCompile Include="gl\gl_queries_in_use.cpp" />
<ClCompile Include="gl\gl_renderbuffer_zoo.cpp" />
<ClCompile Include="gl\gl_resource_lifetimes.cpp" />
<ClCompile Include="gl\gl_runtime_bind_prog_to_pipe.cpp" />
<ClCompile Include="gl\gl_separable_geometry_shader.cpp" />
<ClCompile Include="gl\gl_shader_debug_zoo.cpp" />
<ClCompile Include="gl\gl_shader_editing.cpp" />
<ClCompile Include="gl\gl_shader_isa.cpp" />
<ClCompile Include="gl\gl_simple_triangle.cpp" />
<ClCompile Include="gl\gl_spirv_shader.cpp" />
<ClCompile Include="gl\gl_state_trashing.cpp" />
<ClCompile Include="gl\gl_structured_buffer_nested.cpp" />
<ClCompile Include="gl\gl_template.cpp" />
<ClCompile Include="gl\gl_test.cpp" />
<ClCompile Include="gl\gl_test_linux.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="gl\gl_test_android.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="gl\gl_test_win32.cpp" />
<ClCompile Include="gl\gl_texture_zoo.cpp" />
<ClCompile Include="gl\gl_unshared_context.cpp" />
<ClCompile Include="gl\gl_unsized_ms_fbo_attachment.cpp" />
<ClCompile Include="gl\gl_vao_0.cpp" />
<ClCompile Include="gl\gl_vertex_attr_zoo.cpp" />
<ClCompile Include="gl\gl_pixel_history.cpp" />
<ClCompile Include="linux\linux_platform.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="linux\linux_window.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="3rdparty\lz4\lz4.c" />
<ClCompile Include="main.cpp" />
<ClCompile Include="test_common.cpp" />
<ClCompile Include="texture_zoo.cpp" />
<ClCompile Include="vk\vk_annotations.cpp" />
<ClCompile Include="vk\vk_blend.cpp" />
<ClCompile Include="vk\vk_descriptor_buffer.cpp" />
<ClCompile Include="vk\vk_compute_only.cpp" />
<ClCompile Include="vk\vk_counters.cpp" />
<ClCompile Include="vk\vk_custom_border_color.cpp" />
<ClCompile Include="vk\vk_dedicated_allocation.cpp" />
<ClCompile Include="vk\vk_descriptor_buffer_analyse.cpp" />
<ClCompile Include="vk\vk_descriptor_reuse.cpp" />
<ClCompile Include="vk\vk_descriptor_variable_count.cpp" />
<ClCompile Include="vk\vk_device_address_commands.cpp" />
<ClCompile Include="vk\vk_discard_zoo.cpp" />
<ClCompile Include="vk\vk_dynamic_rendering.cpp" />
<ClCompile Include="vk\vk_empty_capture.cpp" />
<ClCompile Include="vk\vk_extended_dyn_state.cpp" />
<ClCompile Include="vk\vk_custom_resolve.cpp" />
<ClCompile Include="vk\vk_graphics_pipeline.cpp" />
<ClCompile Include="vk\vk_groupshared.cpp" />
<ClCompile Include="vk\vk_khr_buffer_address.cpp" />
<ClCompile Include="vk\vk_large_buffer.cpp" />
<ClCompile Include="vk\vk_large_descriptor_sets.cpp" />
<ClCompile Include="vk\vk_leak_check.cpp" />
<ClCompile Include="vk\vk_load_store_none.cpp" />
<ClCompile Include="vk\vk_mem_bench.cpp" />
<ClCompile Include="vk\vk_mesh_shader.cpp" />
<ClCompile Include="vk\vk_mesh_zoo.cpp" />
<ClCompile Include="vk\vk_multi_entry.cpp" />
<ClCompile Include="vk\vk_multi_present.cpp" />
<ClCompile Include="vk\vk_multi_view.cpp" />
<ClCompile Include="vk\vk_parameter_zoo.cpp" />
<ClCompile Include="vk\vk_imageless_framebuffer.cpp" />
<ClCompile Include="vk\vk_image_layouts.cpp" />
<ClCompile Include="vk\vk_int8_ibuffer.cpp" />
<ClCompile Include="vk\vk_line_raster.cpp" />
<ClCompile Include="vk\vk_misaligned_dirty.cpp" />
<ClCompile Include="vk\vk_multi_thread_windows.cpp" />
<ClCompile Include="vk\vk_postponed.cpp" />
<ClCompile Include="vk\vk_query_pool.cpp" />
<ClCompile Include="vk\vk_ray_query.cpp" />
<ClCompile Include="vk\vk_read_before_overwrite.cpp" />
<ClCompile Include="vk\vk_resource_usage.cpp" />
<ClCompile Include="vk\vk_robustness2.cpp" />
<ClCompile Include="vk\vk_separate_depth_stencil_layouts.cpp" />
<ClCompile Include="vk\vk_shader_debug_zoo.cpp" />
<ClCompile Include="vk\vk_shader_editing.cpp" />
<ClCompile Include="vk\vk_shader_isa.cpp" />
<ClCompile Include="vk\vk_shader_printf.cpp" />
<ClCompile Include="vk\vk_spec_constants.cpp" />
<ClCompile Include="vk\vk_spirv_13_shaders.cpp" />
<ClCompile Include="vk\vk_storage_raster.cpp" />
<ClCompile Include="vk\vk_stripped_shaders.cpp" />
<ClCompile Include="vk\vk_subgroup_zoo.cpp" />
<ClCompile Include="vk\vk_sync2.cpp" />
<ClCompile Include="vk\vk_template.cpp" />
<ClCompile Include="vk\vk_texture_zoo.cpp" />
<ClCompile Include="vk\vk_triangle_fan.cpp" />
<ClCompile Include="vk\vk_buffer_truncation.cpp" />
<ClCompile Include="vk\vk_validation_use.cpp" />
<ClCompile Include="vk\vk_vertex_attr_zoo.cpp" />
<ClCompile Include="vk\vk_cbuffer_zoo.cpp" />
<ClCompile Include="vk\vk_descriptor_index.cpp" />
<ClCompile Include="vk\vk_discard_rects.cpp" />
<ClCompile Include="vk\vk_draw_zoo.cpp" />
<ClCompile Include="vk\vk_helpers.cpp" />
<ClCompile Include="vk\vk_indirect.cpp" />
<ClCompile Include="vk\vk_resource_lifetimes.cpp" />
<ClCompile Include="vk\vk_structured_buffer_nested.cpp" />
<ClCompile Include="vk\vk_overlay_test.cpp" />
<ClCompile Include="vk\vk_pixel_history.cpp" />
<ClCompile Include="vk\vk_sample_locations.cpp" />
<ClCompile Include="vk\vk_adv_cbuffer_zoo.cpp" />
<ClCompile Include="vk\vk_secondary_cmdbuf.cpp" />
<ClCompile Include="vk\vk_video_textures.cpp" />
<ClCompile Include="vk\vk_vrs.cpp" />
<ClCompile Include="vk\vk_vs_max_desc_set.cpp" />
<ClCompile Include="vk\vk_simple_triangle.cpp" />
<ClCompile Include="vk\vk_test.cpp" />
<ClCompile Include="3rdparty\volk\volk.c" />
<ClCompile Include="vk\vk_workgroup_zoo.cpp" />
<ClCompile Include="win32\win32_platform.cpp" />
<ClCompile Include="win32\win32_window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="3rdparty\ags\ags_shader_intrinsics_dx11.hlsl.h" />
<ClInclude Include="3rdparty\ags\ags_shader_intrinsics_dx12.hlsl.h" />
<ClInclude Include="3rdparty\ags\amd_ags.h" />
<ClInclude Include="3rdparty\fmt\core.h" />
<ClInclude Include="3rdparty\fmt\format-inl.h" />
<ClInclude Include="3rdparty\fmt\format.h" />
<ClInclude Include="3rdparty\glad\khrplatform.h" />
<ClInclude Include="3rdparty\md5\md5.h" />
<ClInclude Include="3rdparty\VulkanMemoryAllocator\vk_mem_alloc.h" />
<ClInclude Include="android\android_platform.h">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="android\android_window.h">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="d3d11\d3d11_helpers.h" />
<ClInclude Include="d3d11\d3d11_test.h" />
<ClInclude Include="d3d12\d3d12_helpers.h" />
<ClInclude Include="d3d12\d3d12_test.h" />
<ClInclude Include="dx\d3d_helpers.h" />
<ClInclude Include="dx\official\d3d11.h" />
<ClInclude Include="dx\official\d3d11sdklayers.h" />
<ClInclude Include="dx\official\d3d11_1.h" />
<ClInclude Include="dx\official\d3d11_2.h" />
<ClInclude Include="dx\official\d3d11_3.h" />
<ClInclude Include="dx\official\d3d11_4.h" />
<ClInclude Include="dx\official\d3d12.h" />
<ClInclude Include="dx\official\d3d12sdklayers.h" />
<ClInclude Include="dx\official\d3d8.h" />
<ClInclude Include="dx\official\d3d8caps.h" />
<ClInclude Include="dx\official\d3d8types.h" />
<ClInclude Include="dx\official\d3d9.h" />
<ClInclude Include="dx\official\d3d9caps.h" />
<ClInclude Include="dx\official\d3d9types.h" />
<ClInclude Include="dx\official\d3dcommon.h" />
<ClInclude Include="dx\official\d3dcompiler.h" />
<ClInclude Include="dx\official\dxgi.h" />
<ClInclude Include="dx\official\dxgi1_2.h" />
<ClInclude Include="dx\official\dxgi1_3.h" />
<ClInclude Include="dx\official\dxgi1_4.h" />
<ClInclude Include="dx\official\dxgi1_5.h" />
<ClInclude Include="dx\official\dxgi1_6.h" />
<ClInclude Include="dx\official\dxgiformat.h" />
<ClInclude Include="dx\official\dxgitype.h" />
<ClInclude Include="dx\official\winapifamily.h" />
<ClInclude Include="3rdparty\glad\glad.h" />
<ClInclude Include="3rdparty\glad\glad_egl.h" />
<ClInclude Include="3rdparty\glad\glad_glx.h" />
<ClInclude Include="3rdparty\glad\glad_wgl.h" />
<ClInclude Include="gl\gl_test.h" />
<ClInclude Include="linux\linux_platform.h">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="linux\linux_window.h">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="3rdparty\lz4\lz4.h" />
<ClInclude Include="3rdparty\nuklear\nuklear.h" />
<ClInclude Include="3rdparty\nuklear\nuklear_gdi.h" />
<ClInclude Include="3rdparty\nuklear\nuklear_xlib.h" />
<ClInclude Include="renderdoc_app.h" />
<ClInclude Include="test_common.h" />
<ClInclude Include="vk\vk_headers.h" />
<ClInclude Include="vk\vk_helpers.h" />
<ClInclude Include="vk\vk_test.h" />
<ClInclude Include="3rdparty\volk\volk.h" />
<ClInclude Include="vk\official\vulkan\vk_platform.h" />
<ClInclude Include="vk\official\vulkan\vulkan.h" />
<ClInclude Include="vk\official\vulkan\vulkan_core.h" />
<ClInclude Include="vk\official\vulkan\vulkan_win32.h" />
<ClInclude Include="vk\official\vulkan\vulkan_xcb.h" />
<ClInclude Include="vk\official\vulkan\vulkan_xlib.h" />
<ClInclude Include="win32\win32_platform.h" />
<ClInclude Include="win32\win32_window.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
<!-- try to find the latest dxcompiler.dll, as the redist folder isn't reliably -->
<UsingTask TaskName="GetDXCDLL" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
<ParameterGroup>
<DXCPath ParameterType="System.String" Required="False" Output="True" />
<DebugOut ParameterType="System.String" Required="False" Output="True" />
<BitnessFolder ParameterType="System.String" Required="True" Output="False" />
<SDKPath ParameterType="System.String" Required="True" Output="False" />
</ParameterGroup>
<Task>
<Code Type="Class" Language="cs">
using System;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
namespace DXCEnumerateAndCheck {
public class GetDXCDLL : Microsoft.Build.Utilities.Task {
public override bool Execute() {
if(BitnessFolder == "Win32") BitnessFolder = "x86";
string[] sdkPathsCheck = SDKPath.Split(';');
foreach(string sdkPathCheck in sdkPathsCheck)
{
try
{
string[] dirs = System.IO.Directory.GetDirectories(sdkPathCheck, "10.*");
// sort and reverse so we try from latest to oldest
System.Array.Sort(dirs);
System.Array.Reverse(dirs);
// look for the latest dxc.exe available that works
foreach(string path in dirs)
{
string dxcCheck = System.IO.Path.Combine(path, BitnessFolder, "dxcompiler.dll");
if(System.IO.File.Exists(dxcCheck))
{
DXCPath = System.IO.Path.Combine(path, BitnessFolder);
return true;
}
}
}
catch(Exception ex)
{
// try next SDK path
}
}
// always succeed even if we don't find dxc
return true;
}
[Microsoft.Build.Framework.Required] public string BitnessFolder { get; set; }
[Microsoft.Build.Framework.Required] public string SDKPath { get; set; }
[Microsoft.Build.Framework.Output] public string DXCPath { get; set; }
[Microsoft.Build.Framework.Output] public string DebugOut { get; set; }
}
}
</Code>
</Task>
</UsingTask>
<PropertyGroup>
<DXCDLLSourceLocation>$(WindowsSdkDir_10)\Redist\D3D\$(BitnessFolder)</DXCDLLSourceLocation>
</PropertyGroup>
<Target Name="CopyFiles" AfterTargets="Build">
<GetDXCDLL BitnessFolder="$(Platform)" SDKPath="$(Registry:HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft SDKs\Windows\v10.0@InstallationFolder)bin;$(Registry:HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Microsoft SDKs\Windows\v10.0@InstallationFolder)bin" ContinueOnError="WarnAndContinue">
<Output TaskParameter="DXCPath" PropertyName="DXCDLLFolder" />
<Output TaskParameter="DebugOut" PropertyName="DebugOutDXC" />
</GetDXCDLL>
<Message Condition="$(DXCDLLFolder.Length) &gt; 0" Importance="high" Text="Using DXC/D3DCompiler dlls from $(DXCDLLFolder)." />
<PropertyGroup Condition="$(DXCDLLFolder.Length) &gt; 0">
<DXCDLLSourceLocation>$(DXCDLLFolder)</DXCDLLSourceLocation>
</PropertyGroup>
<Copy SourceFiles="$(DXCDLLSourceLocation)\d3dcompiler_47.dll" DestinationFolder="$(SolutionDir)" Condition="$([System.IO.File]::GetLastWriteTime('$(DXCDLLSourceLocation)\d3dcompiler_47.dll').Ticks) &gt; $([System.IO.File]::GetLastWriteTime('$(SolutionDir)\d3dcompiler_47.dll').Ticks)" />
<Copy SourceFiles="$(DXCDLLSourceLocation)\dxcompiler.dll" DestinationFolder="$(SolutionDir)" Condition="$([System.IO.File]::GetLastWriteTime('$(DXCDLLSourceLocation)\dxcompiler.dll').Ticks) &gt; $([System.IO.File]::GetLastWriteTime('$(SolutionDir)\dxcompiler.dll').Ticks)" />
<Copy SourceFiles="$(DXCDLLSourceLocation)\dxil.dll" DestinationFolder="$(SolutionDir)" Condition="$([System.IO.File]::GetLastWriteTime('$(DXCDLLSourceLocation)\dxil.dll').Ticks) &gt; $([System.IO.File]::GetLastWriteTime('$(SolutionDir)\dxil.dll').Ticks)" />
</Target>
</Project>