Files
renderdoc/renderdoc/renderdoc.vcxproj
T
baldurk 620e75c2a1 Add a system for backends to handle device lost/OOM errors and report it
* The UI will become non-functional and the backend will be replaced with a do-
  nothing one that keeps things alive without needing error bulletproofing
  everywhere in the real backend.
2021-08-18 20:12:07 +01:00

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<ClCompile Include="maths\vec.cpp" />
<ClCompile Include="os\os_specific.cpp" />
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<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
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</ClCompile>
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</ClCompile>
<ClCompile Include="os\win32\sys_win32_hooks.cpp" />
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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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<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>