Merge topic 'vs-special-source-file-properties'
aa21001b
Help: Add notes for topic 'vs-special-source-file-properties'6fe770e1
VS: Add a source file property to set the hlsl shader type9b4dc2ad
VS: Add a source file property to mark content for Windows App deploymentf063a914
VS: Re-arrange WriteExtraSource to support tool configuration
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commit
f7ab238379
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@ -287,6 +287,8 @@ Properties on Source Files
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/prop_sf/OBJECT_DEPENDS
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/prop_sf/OBJECT_OUTPUTS
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/prop_sf/SYMBOLIC
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/prop_sf/VS_DEPLOYMENT_CONTENT
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/prop_sf/VS_SHADER_TYPE
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/prop_sf/WRAP_EXCLUDE
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/prop_sf/XCODE_EXPLICIT_FILE_TYPE
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/prop_sf/XCODE_LAST_KNOWN_FILE_TYPE
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@ -0,0 +1,11 @@
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VS_DEPLOYMENT_CONTENT
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---------------------
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Mark a source file as content for deployment with a Windows Phone or
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Windows Store application when built with a Visual Studio generator.
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The value must evaluate to either ``1`` or ``0`` and may use
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:manual:`generator expressions <cmake-generator-expressions(7)>`
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to make the choice based on the build configuration.
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The ``.vcxproj`` file entry for the source file will be
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marked either ``DeploymentContent`` or ``ExcludedFromBuild``
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for values ``1`` and ``0``, respectively.
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@ -0,0 +1,4 @@
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VS_SHADER_TYPE
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--------------
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Set the VS shader type of a ``.hlsl`` source file.
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@ -0,0 +1,11 @@
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vs-special-source-file-properties
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---------------------------------
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* A :prop_sf:`VS_DEPLOYMENT_CONTENT` source file property was added
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to tell the Visual Studio generators to mark content for deployment
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in Windows Phone and Windows Store projects.
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* The Visual Studio generators learned to treat ``.hlsl`` source
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files as High Level Shading Language sources (using ``FXCompile``
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in ``.vcxproj`` files). A :prop_sf:`VS_SHADER_TYPE` source file
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property was added to specify the Shader Type.
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@ -1018,12 +1018,24 @@ void cmVisualStudio10TargetGenerator::WriteHeaderSource(cmSourceFile const* sf)
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void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
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{
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bool toolHasSettings = false;
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std::string tool = "None";
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std::string shaderType;
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std::string const& ext = sf->GetExtension();
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if(ext == "appxmanifest")
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{
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tool = "AppxManifest";
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}
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else if(ext == "hlsl")
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{
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tool = "FXCompile";
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// Figure out the type of shader compiler to use.
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if(const char* st = sf->GetProperty("VS_SHADER_TYPE"))
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{
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shaderType = st;
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toolHasSettings = true;
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}
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}
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else if(ext == "jpg" ||
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ext == "png")
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{
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@ -1033,7 +1045,64 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
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{
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tool = "XML";
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}
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this->WriteSource(tool, sf);
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std::string deployContent;
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if(this->GlobalGenerator->TargetsWindowsPhone() ||
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this->GlobalGenerator->TargetsWindowsStore())
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{
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const char* content = sf->GetProperty("VS_DEPLOYMENT_CONTENT");
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if(content && *content)
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{
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toolHasSettings = true;
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deployContent = content;
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}
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}
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if(toolHasSettings)
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{
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this->WriteSource(tool, sf, ">\n");
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if(!deployContent.empty())
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{
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std::vector<std::string> const* configs =
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this->GlobalGenerator->GetConfigurations();
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cmGeneratorExpression ge;
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cmsys::auto_ptr<cmCompiledGeneratorExpression> cge =
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ge.Parse(deployContent);
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for(size_t i = 0; i != configs->size(); ++i)
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{
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if(0 == strcmp(cge->Evaluate(this->Makefile, (*configs)[i]), "1"))
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{
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this->WriteString("<DeploymentContent Condition=\""
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"'$(Configuration)|$(Platform)'=='", 3);
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(*this->BuildFileStream) << (*configs)[i] << "|"
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<< this->Platform << "'\">true";
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this->WriteString("</DeploymentContent>\n", 0);
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}
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else
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{
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this->WriteString("<ExcludedFromBuild Condition=\""
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"'$(Configuration)|$(Platform)'=='", 3);
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(*this->BuildFileStream) << (*configs)[i] << "|"
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<< this->Platform << "'\">true";
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this->WriteString("</ExcludedFromBuild>\n", 0);
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}
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}
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}
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if(!shaderType.empty())
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{
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this->WriteString("<ShaderType>", 3);
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(*this->BuildFileStream) << cmVS10EscapeXML(shaderType)
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<< "</ShaderType>\n";
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}
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this->WriteString("</", 2);
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(*this->BuildFileStream) << tool << ">\n";
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}
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else
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{
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this->WriteSource(tool, sf);
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}
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}
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void cmVisualStudio10TargetGenerator::WriteSource(
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