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 type
9b4dc2ad VS: Add a source file property to mark content for Windows App deployment
f063a914 VS: Re-arrange WriteExtraSource to support tool configuration
This commit is contained in:
Brad King 2014-08-18 13:31:41 -04:00 committed by CMake Topic Stage
commit f7ab238379
5 changed files with 98 additions and 1 deletions

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@ -287,6 +287,8 @@ Properties on Source Files
/prop_sf/OBJECT_DEPENDS
/prop_sf/OBJECT_OUTPUTS
/prop_sf/SYMBOLIC
/prop_sf/VS_DEPLOYMENT_CONTENT
/prop_sf/VS_SHADER_TYPE
/prop_sf/WRAP_EXCLUDE
/prop_sf/XCODE_EXPLICIT_FILE_TYPE
/prop_sf/XCODE_LAST_KNOWN_FILE_TYPE

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@ -0,0 +1,11 @@
VS_DEPLOYMENT_CONTENT
---------------------
Mark a source file as content for deployment with a Windows Phone or
Windows Store application when built with a Visual Studio generator.
The value must evaluate to either ``1`` or ``0`` and may use
:manual:`generator expressions <cmake-generator-expressions(7)>`
to make the choice based on the build configuration.
The ``.vcxproj`` file entry for the source file will be
marked either ``DeploymentContent`` or ``ExcludedFromBuild``
for values ``1`` and ``0``, respectively.

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@ -0,0 +1,4 @@
VS_SHADER_TYPE
--------------
Set the VS shader type of a ``.hlsl`` source file.

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@ -0,0 +1,11 @@
vs-special-source-file-properties
---------------------------------
* A :prop_sf:`VS_DEPLOYMENT_CONTENT` source file property was added
to tell the Visual Studio generators to mark content for deployment
in Windows Phone and Windows Store projects.
* The Visual Studio generators learned to treat ``.hlsl`` source
files as High Level Shading Language sources (using ``FXCompile``
in ``.vcxproj`` files). A :prop_sf:`VS_SHADER_TYPE` source file
property was added to specify the Shader Type.

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@ -1018,12 +1018,24 @@ void cmVisualStudio10TargetGenerator::WriteHeaderSource(cmSourceFile const* sf)
void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
{
bool toolHasSettings = false;
std::string tool = "None";
std::string shaderType;
std::string const& ext = sf->GetExtension();
if(ext == "appxmanifest")
{
tool = "AppxManifest";
}
else if(ext == "hlsl")
{
tool = "FXCompile";
// Figure out the type of shader compiler to use.
if(const char* st = sf->GetProperty("VS_SHADER_TYPE"))
{
shaderType = st;
toolHasSettings = true;
}
}
else if(ext == "jpg" ||
ext == "png")
{
@ -1033,7 +1045,64 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
{
tool = "XML";
}
this->WriteSource(tool, sf);
std::string deployContent;
if(this->GlobalGenerator->TargetsWindowsPhone() ||
this->GlobalGenerator->TargetsWindowsStore())
{
const char* content = sf->GetProperty("VS_DEPLOYMENT_CONTENT");
if(content && *content)
{
toolHasSettings = true;
deployContent = content;
}
}
if(toolHasSettings)
{
this->WriteSource(tool, sf, ">\n");
if(!deployContent.empty())
{
std::vector<std::string> const* configs =
this->GlobalGenerator->GetConfigurations();
cmGeneratorExpression ge;
cmsys::auto_ptr<cmCompiledGeneratorExpression> cge =
ge.Parse(deployContent);
for(size_t i = 0; i != configs->size(); ++i)
{
if(0 == strcmp(cge->Evaluate(this->Makefile, (*configs)[i]), "1"))
{
this->WriteString("<DeploymentContent Condition=\""
"'$(Configuration)|$(Platform)'=='", 3);
(*this->BuildFileStream) << (*configs)[i] << "|"
<< this->Platform << "'\">true";
this->WriteString("</DeploymentContent>\n", 0);
}
else
{
this->WriteString("<ExcludedFromBuild Condition=\""
"'$(Configuration)|$(Platform)'=='", 3);
(*this->BuildFileStream) << (*configs)[i] << "|"
<< this->Platform << "'\">true";
this->WriteString("</ExcludedFromBuild>\n", 0);
}
}
}
if(!shaderType.empty())
{
this->WriteString("<ShaderType>", 3);
(*this->BuildFileStream) << cmVS10EscapeXML(shaderType)
<< "</ShaderType>\n";
}
this->WriteString("</", 2);
(*this->BuildFileStream) << tool << ">\n";
}
else
{
this->WriteSource(tool, sf);
}
}
void cmVisualStudio10TargetGenerator::WriteSource(