crossxtex/premake_helper.lua

75 lines
1.9 KiB
Lua

function genProject(path)
local projectFiles = {
path .. "/DirectXTex/BC.h",
path .. "/DirectXTex/BCDirectCompute.h",
path .. "/DirectXTex/DDS.h",
path .. "/DirectXTex/DirectXTex.h",
path .. "/DirectXTex/DirectXTexP.h",
path .. "/DirectXTex/filters.h",
path .. "/DirectXTex/scoped.h",
path .. "/DirectXTex/BC.cpp",
path .. "/DirectXTex/BC4BC5.cpp",
path .. "/DirectXTex/BC6HBC7.cpp",
path .. "/DirectXTex/DirectXTexConvert.cpp",
path .. "/DirectXTex/DirectXTexDDS.cpp",
path .. "/DirectXTex/DirectXTexFlipRotate.cpp",
path .. "/DirectXTex/DirectXTexHDR.cpp",
path .. "/DirectXTex/DirectXTexImage.cpp",
path .. "/DirectXTex/DirectXTexMipmaps.cpp",
path .. "/DirectXTex/DirectXTexMisc.cpp",
path .. "/DirectXTex/DirectXTexNormalMaps.cpp",
path .. "/DirectXTex/DirectXTexPMAlpha.cpp",
path .. "/DirectXTex/DirectXTexResize.cpp",
path .. "/DirectXTex/DirectXTexTGA.cpp",
path .. "/DirectXTex/DirectXTexUtil.cpp"
}
if (_G.win32) then
table.insert(projectFiles, path .. "/DirectXTex/DirectXTexCompressGPU.cpp")
table.insert(projectFiles, path .. "/DirectXTex/BCDirectCompute.cpp")
table.insert(projectFiles, path .. "/DirectXTex/DirectXTexWIC.cpp")
-- TODO: if d3d11
table.insert(projectFiles, path .. "/DirectXTex/DirectXTexD3D12.cpp")
table.insert(projectFiles, path .. "/DirectXTex/d3dx12.h")
else
table.insert(projectFiles, path .. "/DirectXTex/DirectXTexCompress.cpp")
end
local cmd = "\"%{wks.location}..\\" .. path .. "\\DirectXTex\\Shaders\\CompileShaders.cmd\" " .. "\"%{wks.location}..\\" .. path .. "\\DirectXTex\\Shaders\"";
if (_G.win32) then
print("fxc compile script", cmd)
prebuildcommands { cmd }
end
defines
{
"_WIN32_WINNT=0x0A00",
}
if (not _G.win32) then
defines {"_DXTX_NOWIN"}
end
files
{
projectFiles
}
includedirs
{
path .. "/DirectXTex",
path .. "/../DirectXMath/Include",
path .. "/../PlatformSupport"
}
end
return genProject