Henrik Rydgård
2ed535af29
Update SPIRV-Cross
2019-06-20 00:41:47 +02:00
Henrik Rydgård
efa1406d8f
VS2017: Add hack to automatically select the newest installed Windows 10 SDK. VS2019 already does this by default if you specify 10.0.
...
Should hopefully fix the buildbot.
2019-05-19 15:23:25 +02:00
Henrik Rydgård
1f40aa4828
Add WindowsSDKDesktopARM64Support to vcxproj files
2019-05-10 22:44:12 +02:00
Henrik Rydgård
c3fab33354
Revert "Remove default SDK version from project files"
...
Seems to have been the wrong thing to do, see:
https://developercommunity.visualstudio.com/content/problem/140294/windowstargetplatformversion-makes-it-impossible-t.html
Though due to the bug described there, there's no perfect solution, just
some ugly ones (which I might try later). Anyway, I guess most people
will move on to VS 2019 anyway..
This reverts commit 056494522e
.
2019-05-09 23:58:23 +02:00
driver1998
763b85d723
Update Visual Studio project files for Windows ARM32/ARM64
2019-05-04 22:45:15 +08:00
LunaMoo
056494522e
Remove default SDK version from project files
2019-04-27 23:01:41 +02:00
LunaMoo
280f7fec39
Fix VS2019 builds and remove _xp dependency
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(drops Win XP support, allows latest SDK etc.)
2019-04-25 23:56:55 +02:00
xebra
070e29d921
Disable "Edit & Continue" with VS debug mode.
2018-12-07 13:01:16 +09:00
Henrik Rydgård
6f173b9134
Harmonize some VS project settings.
2018-08-14 22:41:39 +02:00
Henrik Rydgård
a589a371e6
Update SPIRV-Cross to a fresher version.
2018-07-16 20:00:45 +02:00
LunaMoo
4a2677e0c6
Revert unintentional change from: 429bf5d8b3
2017-03-23 11:54:54 +01:00
LunaMoo
429bf5d8b3
Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets.
2017-03-13 21:40:08 +01:00
Henrik Rydgard
e7612c13da
Initial work on post-shader translation for D3D11
2017-02-23 12:42:24 +01:00
Henrik Rydgard
5c918da774
Minor cleanups (combined two identical enums, misc)
2017-02-15 11:06:59 +01:00
Henrik Rydgard
a8ee70f23d
Import SPIRV-Cross. This will be used later to translate post-processing shaders to the various shader languages we use.
...
Eventually, this will make it possible to use post-processing with
Vulkan and D3D11. Probably not DX9, though maybe.
Not adding to Android build, there's some strangeness with STL.
2017-02-14 23:33:27 +01:00