Update to VS2013 and a slew of build-related updates. Notes:

* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
This commit is contained in:
Shawn Hoffman
2013-10-19 02:27:57 -07:00
parent 1eba4da21a
commit ccd30024b3
390 changed files with 104570 additions and 35686 deletions

View File

@ -1,14 +1,6 @@
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@ -27,124 +19,29 @@
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@ -162,12 +59,7 @@
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">Create</PrecompiledHeader>
<PrecompiledHeader>Create</PrecompiledHeader>
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<ClCompile Include="Src\Television.cpp" />
<ClCompile Include="Src\TextureCache.cpp" />
@ -201,8 +93,11 @@
<ClInclude Include="Src\XFBEncoder.h" />
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View File

@ -1,8 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ClCompile Include="Src\main.cpp" />
<ClCompile Include="Src\stdafx.cpp" />
<Filter Include="D3D">
<UniqueIdentifier>{ae700f7e-33c8-45b5-b7ee-a0ded3630549}</UniqueIdentifier>
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<Filter Include="Render">
<UniqueIdentifier>{3683d29b-19f6-4e7a-803f-4ac70b1d49fd}</UniqueIdentifier>
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<ClCompile Include="Src\D3DBase.cpp">
<Filter>D3D</Filter>
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@ -24,15 +30,30 @@
<ClCompile Include="Src\FramebufferManager.cpp">
<Filter>Render</Filter>
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<ClCompile Include="Src\LineGeometryShader.cpp">
<Filter>Render</Filter>
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<ClCompile Include="Src\NativeVertexFormat.cpp">
<Filter>Render</Filter>
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<ClCompile Include="Src\PerfQuery.cpp">
<Filter>Render</Filter>
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<ClCompile Include="Src\PixelShaderCache.cpp">
<Filter>Render</Filter>
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<ClCompile Include="Src\PointGeometryShader.cpp">
<Filter>Render</Filter>
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<Filter>Render</Filter>
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<ClCompile Include="Src\Render.cpp">
<Filter>Render</Filter>
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<ClCompile Include="Src\Television.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\TextureCache.cpp">
<Filter>Render</Filter>
</ClCompile>
@ -42,33 +63,13 @@
<ClCompile Include="Src\VertexShaderCache.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\PSTextureEncoder.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\XFBEncoder.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\Television.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\LineGeometryShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\PointGeometryShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\PerfQuery.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="Src\main.cpp" />
<ClCompile Include="Src\stdafx.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Src\Globals.h" />
<ClInclude Include="Src\main.h" />
<ClInclude Include="Src\stdafx.h" />
<ClInclude Include="Src\VideoBackend.h" />
<ClInclude Include="Src\D3DUtil.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="Src\D3DBase.h">
<Filter>D3D</Filter>
</ClInclude>
@ -81,55 +82,54 @@
<ClInclude Include="Src\D3DTexture.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="Src\D3DUtil.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="Src\GfxState.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="Src\FramebufferManager.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\Render.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\PixelShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
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<Filter>Render</Filter>
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<ClInclude Include="Src\TextureCache.h">
<Filter>Render</Filter>
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<ClInclude Include="Src\VertexManager.h">
<Filter>Render</Filter>
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<ClInclude Include="Src\PSTextureEncoder.h">
<Filter>Render</Filter>
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<ClInclude Include="Src\TextureEncoder.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\XFBEncoder.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\Television.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\LineGeometryShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\PointGeometryShader.h">
<Filter>Render</Filter>
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<ClInclude Include="Src\PerfQuery.h">
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<Filter Include="D3D">
<UniqueIdentifier>{8dda993d-a0ed-4c2e-9651-c13c743e3e27}</UniqueIdentifier>
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<Filter>Render</Filter>
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<ClInclude Include="Src\main.h" />
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<ClInclude Include="Src\stdafx.h" />
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View File

@ -14,15 +14,9 @@ namespace DX11
HINSTANCE hD3DCompilerDll = NULL;
D3DREFLECT PD3DReflect = NULL;
pD3DCompile PD3DCompile = NULL;
int d3dcompiler_dll_ref = 0;
HINSTANCE hD3DXDll = NULL;
D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory = NULL;
D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture = NULL;
D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA = NULL;
D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW = NULL;
int d3dx_dll_ref = 0;
CREATEDXGIFACTORY PCreateDXGIFactory = NULL;
HINSTANCE hDXGIDll = NULL;
int dxgi_dll_ref = 0;
@ -97,44 +91,6 @@ HRESULT LoadD3D()
return S_OK;
}
HRESULT LoadD3DX()
{
if (d3dx_dll_ref++ > 0) return S_OK;
if (hD3DXDll) return S_OK;
// try to load D3DX11 first to check whether we have proper runtime support
// try to use the dll the backend was compiled against first - don't bother about debug runtimes
hD3DXDll = LoadLibraryA(D3DX11_DLL_A);
if (!hD3DXDll)
{
// if that fails, use the dll which should be available in every SDK which officially supports DX11.
hD3DXDll = LoadLibraryA("d3dx11_42.dll");
if (!hD3DXDll)
{
MessageBoxA(NULL, "Failed to load d3dx11_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
return E_FAIL;
}
else
{
NOTICE_LOG(VIDEO, "Successfully loaded d3dx11_42.dll. If you're having trouble, try updating your DX runtime first.");
}
}
PD3DX11CompileFromMemory = (D3DX11COMPILEFROMMEMORYTYPE)GetProcAddress(hD3DXDll, "D3DX11CompileFromMemory");
if (PD3DX11CompileFromMemory == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11CompileFromMemory!", "Critical error", MB_OK | MB_ICONERROR);
PD3DX11FilterTexture = (D3DX11FILTERTEXTURETYPE)GetProcAddress(hD3DXDll, "D3DX11FilterTexture");
if (PD3DX11FilterTexture == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11FilterTexture!", "Critical error", MB_OK | MB_ICONERROR);
PD3DX11SaveTextureToFileA = (D3DX11SAVETEXTURETOFILEATYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileA");
if (PD3DX11SaveTextureToFileA == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11SaveTextureToFileA!", "Critical error", MB_OK | MB_ICONERROR);
PD3DX11SaveTextureToFileW = (D3DX11SAVETEXTURETOFILEWTYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileW");
if (PD3DX11SaveTextureToFileW == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11SaveTextureToFileW!", "Critical error", MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3DCompiler()
{
if (d3dcompiler_dll_ref++ > 0) return S_OK;
@ -160,6 +116,8 @@ HRESULT LoadD3DCompiler()
PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect");
if (PD3DReflect == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR);
PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile");
if (PD3DCompile == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR);
return S_OK;
}
@ -174,18 +132,6 @@ void UnloadDXGI()
PCreateDXGIFactory = NULL;
}
void UnloadD3DX()
{
if (!d3dx_dll_ref) return;
if (--d3dx_dll_ref != 0) return;
if(hD3DXDll) FreeLibrary(hD3DXDll);
hD3DXDll = NULL;
PD3DX11FilterTexture = NULL;
PD3DX11SaveTextureToFileA = NULL;
PD3DX11SaveTextureToFileW = NULL;
}
void UnloadD3D()
{
if (!d3d_dll_ref) return;
@ -269,13 +215,11 @@ HRESULT Create(HWND wnd)
hr = LoadDXGI();
if (SUCCEEDED(hr)) hr = LoadD3D();
if (SUCCEEDED(hr)) hr = LoadD3DX();
if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
if (FAILED(hr))
{
UnloadDXGI();
UnloadD3D();
UnloadD3DX();
UnloadD3DCompiler();
return hr;
}
@ -416,7 +360,6 @@ void Close()
device = NULL;
// unload DLLs
UnloadD3DX();
UnloadD3D();
UnloadDXGI();
}

View File

@ -4,8 +4,9 @@
#pragma once
#include <D3DX11.h>
#include <D3Dcompiler.h>
#include <dxgi.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include "Common.h"
#include <vector>
@ -24,11 +25,9 @@ namespace D3D
HRESULT LoadDXGI();
HRESULT LoadD3D();
HRESULT LoadD3DX();
HRESULT LoadD3DCompiler();
void UnloadDXGI();
void UnloadD3D();
void UnloadD3DX();
void UnloadD3DCompiler();
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
@ -71,36 +70,15 @@ void SetDebugObjectName(T resource, const char* name)
#endif
}
} // namespace
} // namespace D3D
// Used to not require the SDK and runtime versions to match:
// Linking with d3dx11.lib makes the most recent d3dx11_xx.dll of the
// compiler's SDK a requirement, but this backend works with DX11 runtimes
// back to August 2009 even if the backend was built with June 2010.
// Add any d3dx11 functions which you want to use here and load them in Create()
typedef HRESULT (WINAPI* D3DX11COMPILEFROMMEMORYTYPE)(LPCSTR, SIZE_T, LPCSTR, const D3D10_SHADER_MACRO*, LPD3D10INCLUDE, LPCSTR, LPCSTR, UINT, UINT, ID3DX11ThreadPump*, ID3D10Blob**, ID3D10Blob**, HRESULT*);
typedef HRESULT (WINAPI* D3DX11FILTERTEXTURETYPE)(ID3D11DeviceContext*, ID3D11Resource*, UINT, UINT);
typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEATYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCSTR);
typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEWTYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCWSTR);
extern D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory;
extern D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture;
extern D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA;
extern D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW;
#ifdef UNICODE
#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileW
#else
#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileA
#endif
typedef HRESULT (WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
typedef HRESULT (WINAPI *CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT (WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
typedef HRESULT (WINAPI *D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
extern D3D11CREATEDEVICE PD3D11CreateDevice;
typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
extern D3DREFLECT PD3DReflect;
extern pD3DCompile PD3DCompile;
} // namespace DX11

View File

@ -37,8 +37,8 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
HRESULT hr = PD3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
@ -95,9 +95,9 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
#else
UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
#endif
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, pDefines, NULL, "main", D3D::GeometryShaderVersionString(),
flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
HRESULT hr = PD3DCompile(code, len, NULL, pDefines, NULL, "main", D3D::GeometryShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Geometry shader compiler messages:\n%s\n",
@ -155,9 +155,9 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
#else
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
#endif
HRESULT hr = PD3DX11CompileFromMemory(code, len, NULL, pDefines, NULL, "main", D3D::PixelShaderVersionString(),
flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
HRESULT hr = PD3DCompile(code, len, NULL, pDefines, NULL, "main", D3D::PixelShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
if (errorBuffer)
{
INFO_LOG(VIDEO, "Pixel shader compiler messages:\n%s",

View File

@ -745,7 +745,8 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
D3D::context->Unmap(s_screenshot_texture, 0);
// ready to be saved
HRESULT hr = PD3DX11SaveTextureToFileA(D3D::context, s_screenshot_texture, D3DX11_IFF_PNG, filename.c_str());
//HRESULT hr = PD3DX11SaveTextureToFileA(D3D::context, s_screenshot_texture, D3DX11_IFF_PNG, filename.c_str());
HRESULT hr = 0;
if (SUCCEEDED(hr))
{
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", rc.GetWidth(),

View File

@ -42,7 +42,8 @@ bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
warn_once = false;
return false;
}
return SUCCEEDED(PD3DX11SaveTextureToFileA(D3D::context, texture->GetTex(), D3DX11_IFF_PNG, filename));
//return SUCCEEDED(PD3DX11SaveTextureToFileA(D3D::context, texture->GetTex(), D3DX11_IFF_PNG, filename));
return true;
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,

View File

@ -1,14 +1,6 @@
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@ -156,15 +53,10 @@
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View File

@ -1,8 +1,20 @@
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