Aurora branch changes
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67f240e267
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634f0ee859
0
DirectXTex/BC.cpp
Normal file → Executable file
0
DirectXTex/BC.cpp
Normal file → Executable file
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DirectXTex/BC.h
Normal file → Executable file
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DirectXTex/BC.h
Normal file → Executable file
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DirectXTex/BC4BC5.cpp
Normal file → Executable file
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DirectXTex/BC4BC5.cpp
Normal file → Executable file
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DirectXTex/BC6HBC7.cpp
Normal file → Executable file
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DirectXTex/BC6HBC7.cpp
Normal file → Executable file
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DirectXTex/BCDirectCompute.cpp
Normal file → Executable file
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DirectXTex/BCDirectCompute.cpp
Normal file → Executable file
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DirectXTex/BCDirectCompute.h
Normal file → Executable file
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DirectXTex/BCDirectCompute.h
Normal file → Executable file
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DirectXTex/DDS.h
Normal file → Executable file
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DirectXTex/DDS.h
Normal file → Executable file
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DirectXTex/DirectXTex.h
Normal file → Executable file
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DirectXTex/DirectXTex.h
Normal file → Executable file
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DirectXTex/DirectXTex.inl
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DirectXTex/DirectXTex.inl
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15
DirectXTex/DirectXTexCompress.cpp
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DirectXTex/DirectXTexCompress.cpp
Normal file → Executable file
@ -20,6 +20,13 @@
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using namespace DirectX;
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#if defined(__clang__)
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#define ALIGNAS(x) alignas(x)
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#else
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#define ALGINAS(x) __declspec(align(x))
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#endif
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namespace
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{
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inline uint32_t GetBCFlags(_In_ TEX_COMPRESS_FLAGS compress) noexcept
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@ -104,7 +111,7 @@ namespace
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if (!DetermineEncoderSettings(result.format, pfEncode, blocksize, cflags))
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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__declspec(align(16)) XMVECTOR temp[16];
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ALIGNAS(16) XMVECTOR temp[16];
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const uint8_t *pSrc = image.pixels;
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const uint8_t *pEnd = image.pixels + image.slicePitch;
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const size_t rowPitch = image.rowPitch;
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@ -263,7 +270,7 @@ namespace
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assert(bytesLeft > 0);
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size_t bytesToRead = std::min<size_t>(rowPitch, size_t(bytesLeft));
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__declspec(align(16)) XMVECTOR temp[16];
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ALIGNAS(16) XMVECTOR temp[16];
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if (!_LoadScanline(&temp[0], pw, pSrc, bytesToRead, format))
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fail = true;
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@ -441,7 +448,7 @@ namespace
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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}
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__declspec(align(16)) XMVECTOR temp[16];
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ALIGNAS(16) XMVECTOR temp[16];
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const uint8_t *pSrc = cImage.pixels;
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const size_t rowPitch = result.rowPitch;
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for (size_t h = 0; h < cImage.height; h += 4)
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@ -534,7 +541,7 @@ namespace DirectX
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// Scan blocks for non-opaque alpha
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static const XMVECTORF32 threshold = { { { 0.99f, 0.99f, 0.99f, 0.99f } } };
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__declspec(align(16)) XMVECTOR temp[16];
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ALIGNAS(16) XMVECTOR temp[16];
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const uint8_t *pPixels = cImage.pixels;
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for (size_t h = 0; h < cImage.height; h += 4)
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{
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DirectXTex/DirectXTexCompressGPU.cpp
Normal file → Executable file
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DirectXTex/DirectXTexCompressGPU.cpp
Normal file → Executable file
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DirectXTex/DirectXTexConvert.cpp
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DirectXTex/DirectXTexConvert.cpp
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DirectXTex/DirectXTexD3D11.cpp
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DirectXTex/DirectXTexD3D11.cpp
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DirectXTex/DirectXTexD3D12.cpp
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DirectXTex/DirectXTexD3D12.cpp
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DirectXTex/DirectXTexDDS.cpp
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DirectXTex/DirectXTexDDS.cpp
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DirectXTex/DirectXTexFlipRotate.cpp
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DirectXTex/DirectXTexFlipRotate.cpp
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DirectXTex/DirectXTexHDR.cpp
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DirectXTex/DirectXTexHDR.cpp
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DirectXTex/DirectXTexImage.cpp
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DirectXTex/DirectXTexImage.cpp
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DirectXTex/DirectXTexMipmaps.cpp
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DirectXTex/DirectXTexMipmaps.cpp
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DirectXTex/DirectXTexMisc.cpp
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DirectXTex/DirectXTexMisc.cpp
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DirectXTex/DirectXTexNormalMaps.cpp
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DirectXTex/DirectXTexNormalMaps.cpp
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DirectXTex/DirectXTexP.h
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DirectXTex/DirectXTexP.h
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DirectXTex/DirectXTexPMAlpha.cpp
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DirectXTex/DirectXTexPMAlpha.cpp
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DirectXTex/DirectXTexResize.cpp
Normal file → Executable file
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DirectXTex/DirectXTexResize.cpp
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DirectXTex/DirectXTexTGA.cpp
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DirectXTex/DirectXTexTGA.cpp
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DirectXTex/DirectXTexUtil.cpp
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DirectXTex/DirectXTexUtil.cpp
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DirectXTex/DirectXTexWIC.cpp
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DirectXTex/DirectXTexWIC.cpp
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DirectXTex/DirectXTex_Desktop_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_Desktop_2017.vcxproj
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DirectXTex/DirectXTex_Desktop_2017.vcxproj.filters
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DirectXTex/DirectXTex_Desktop_2017.vcxproj.filters
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DirectXTex/DirectXTex_Desktop_2017_Win10.vcxproj
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DirectXTex/DirectXTex_Desktop_2017_Win10.vcxproj
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DirectXTex/DirectXTex_Desktop_2017_Win10.vcxproj.filters
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DirectXTex/DirectXTex_Desktop_2017_Win10.vcxproj.filters
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DirectXTex/DirectXTex_Desktop_2019.vcxproj
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DirectXTex/DirectXTex_Desktop_2019.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_Desktop_2019.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_Desktop_2019.vcxproj.filters
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DirectXTex/DirectXTex_Desktop_2019_Win10.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_Desktop_2019_Win10.vcxproj
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DirectXTex/DirectXTex_Desktop_2019_Win10.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_Desktop_2019_Win10.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2017.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2017.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2019.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2019.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2019.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_GDK_2019.vcxproj.filters
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DirectXTex/DirectXTex_Windows10_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_Windows10_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_Windows10_2017.vcxproj.filters
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DirectXTex/DirectXTex_Windows10_2017.vcxproj.filters
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DirectXTex/DirectXTex_Windows10_2019.vcxproj
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DirectXTex/DirectXTex_Windows10_2019.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_Windows10_2019.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_Windows10_2019.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_XboxOneXDK_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_XboxOneXDK_2017.vcxproj
Normal file → Executable file
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DirectXTex/DirectXTex_XboxOneXDK_2017.vcxproj.filters
Normal file → Executable file
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DirectXTex/DirectXTex_XboxOneXDK_2017.vcxproj.filters
Normal file → Executable file
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DirectXTex/Shaders/BC6HEncode.hlsl
Normal file → Executable file
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DirectXTex/Shaders/BC6HEncode.hlsl
Normal file → Executable file
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DirectXTex/Shaders/BC7Encode.hlsl
Normal file → Executable file
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DirectXTex/Shaders/BC7Encode.hlsl
Normal file → Executable file
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DirectXTex/Shaders/CompileShaders.cmd
Normal file → Executable file
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DirectXTex/Shaders/CompileShaders.cmd
Normal file → Executable file
@ -2,6 +2,8 @@
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rem Copyright (c) Microsoft Corporation. All rights reserved.
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rem Licensed under the MIT License.
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cp %1
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setlocal
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set error=0
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DirectXTex/d3dx12.h
Normal file → Executable file
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DirectXTex/d3dx12.h
Normal file → Executable file
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DirectXTex/filters.h
Normal file → Executable file
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DirectXTex/filters.h
Normal file → Executable file
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DirectXTex/scoped.h
Normal file → Executable file
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DirectXTex/scoped.h
Normal file → Executable file
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PlatformSupport/ClangBsearch.hpp
Normal file → Executable file
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PlatformSupport/ClangBsearch.hpp
Normal file → Executable file
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PlatformSupport/ClangCommon.hpp
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PlatformSupport/ClangCommon.hpp
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PlatformSupport/ClangMemCpy_s.hpp
Normal file → Executable file
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PlatformSupport/ClangMemCpy_s.hpp
Normal file → Executable file
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PlatformSupport/DXMemory.hpp
Normal file → Executable file
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PlatformSupport/DXMemory.hpp
Normal file → Executable file
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PlatformSupport/MSVCSal.h
Normal file → Executable file
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PlatformSupport/MSVCSal.h
Normal file → Executable file
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PlatformSupport/MSVCStubs.hpp
Normal file → Executable file
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PlatformSupport/MSVCStubs.hpp
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PlatformSupport/PlatformSupportPublic.hpp
Executable file
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PlatformSupport/PlatformSupportPublic.hpp
Executable file
@ -0,0 +1,8 @@
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#pragma once
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#if defined(_DXTX_NOWIN)
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#include "Win32Public.hpp"
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#include "MSVCStubs.hpp"
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#endif
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PlatformSupport/StdFS.hpp
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PlatformSupport/StdFS.hpp
Normal file → Executable file
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PlatformSupport/Win32DXG.hpp
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PlatformSupport/Win32DXG.hpp
Normal file → Executable file
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PlatformSupport/Win32Errors.hpp
Normal file → Executable file
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PlatformSupport/Win32Errors.hpp
Normal file → Executable file
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PlatformSupport/Win32Public.hpp
Normal file → Executable file
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PlatformSupport/Win32Public.hpp
Normal file → Executable file
@ -14,13 +14,15 @@
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#define __cdecl
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#endif
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#include <cstdint>
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#if defined(_DXTX_NOWIN)
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using LONG = size_t;
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using HANDLE = size_t;
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using WORD = int16_t;
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using DWORD = uint32_t;
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using UINT = uint32_t;
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using INT = int32_t;
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using LONG = std::size_t;
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using HANDLE = std::size_t;
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using WORD = std::int16_t;
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using DWORD = std::uint32_t;
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using UINT = std::uint32_t;
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using INT = std::int32_t;
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#include "Win32DXG.hpp"
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#include "Win32Errors.hpp"
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PlatformSupport/Win32WIC.hpp
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PlatformSupport/Win32WIC.hpp
Normal file → Executable file
73
premake_helper.lua
Executable file
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premake_helper.lua
Executable file
@ -0,0 +1,73 @@
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function genProject(path)
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local projectFiles = {
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path .. "/DirectXTex/BC.h",
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path .. "/DirectXTex/BCDirectCompute.h",
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path .. "/DirectXTex/DDS.h",
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path .. "/DirectXTex/DirectXTex.h",
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path .. "/DirectXTex/DirectXTexP.h",
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path .. "/DirectXTex/filters.h",
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path .. "/DirectXTex/scoped.h",
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path .. "/DirectXTex/BC.cpp",
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path .. "/DirectXTex/BC4BC5.cpp",
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path .. "/DirectXTex/BC6HBC7.cpp",
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path .. "/DirectXTex/DirectXTexConvert.cpp",
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path .. "/DirectXTex/DirectXTexDDS.cpp",
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path .. "/DirectXTex/DirectXTexFlipRotate.cpp",
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path .. "/DirectXTex/DirectXTexHDR.cpp",
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path .. "/DirectXTex/DirectXTexImage.cpp",
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path .. "/DirectXTex/DirectXTexMipmaps.cpp",
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path .. "/DirectXTex/DirectXTexMisc.cpp",
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path .. "/DirectXTex/DirectXTexNormalMaps.cpp",
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path .. "/DirectXTex/DirectXTexPMAlpha.cpp",
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path .. "/DirectXTex/DirectXTexResize.cpp",
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path .. "/DirectXTex/DirectXTexTGA.cpp",
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path .. "/DirectXTex/DirectXTexUtil.cpp"
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}
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if (_G.win32) then
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table.insert(projectFiles, path .. "/DirectXTex/DirectXTexCompressGPU.cpp")
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table.insert(projectFiles, path .. "/DirectXTex/BCDirectCompute.cpp")
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table.insert(projectFiles, path .. "/DirectXTex/DirectXTexWIC.cpp")
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-- TODO: if d3d11
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table.insert(projectFiles, path .. "/DirectXTex/DirectXTexD3D12.cpp")
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table.insert(projectFiles, path .. "/DirectXTex/d3dx12.h")
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else
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table.insert(projectFiles, path .. "/DirectXTex/DirectXTexCompress.cpp")
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end
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local cmd = "\"" .. path .. "\\DirectXTex\\Shaders\\CompileShaders.cmd\" " .. "\"" .. path .. "\\DirectXTex\\Shaders";
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print("fxc compile script", cmd)
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if (_G.win32) then
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buildcommands { cmd }
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end
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defines
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{
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"_WIN32_WINNT=0x0A00",
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}
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if (not _G.win32) then
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defines {"_DXTX_NOWIN"}
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end
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files
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{
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projectFiles
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}
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includedirs
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{
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path .. "/DirectXTex",
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path .. "/DirectXMath",
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path .. "/PlatformSupport"
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}
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end
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return genProject
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