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WinRT: moved the default vertex shader into the Direct3D 11.1 rendere…
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DavidLudwig committed Feb 24, 2013
1 parent 4cb3976 commit 2ce1872
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Showing 6 changed files with 10 additions and 12 deletions.
3 changes: 1 addition & 2 deletions VisualC-WinPhone/SDL/SDL_VS2012-WinPhone.vcxproj
Expand Up @@ -388,8 +388,7 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
<FileType>Document</FileType>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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6 changes: 3 additions & 3 deletions VisualC-WinPhone/SDL/SDL_VS2012-WinPhone.vcxproj.filters
Expand Up @@ -592,14 +592,14 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
</ItemGroup>
</Project>
5 changes: 2 additions & 3 deletions VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
Expand Up @@ -295,11 +295,10 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
<FileType>Document</FileType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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6 changes: 3 additions & 3 deletions VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
@@ -1,15 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\SDL.c">
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2 changes: 1 addition & 1 deletion src/render/direct3d11/SDL_render_d3d11.cpp
Expand Up @@ -345,7 +345,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
// Load in SDL's one and only vertex shader:
//
vector<char> fileData;
if (!D3D11_ReadShaderContents(L"SimpleVertexShader.cso", fileData)) {
if (!D3D11_ReadShaderContents(L"SDL_D3D11_VertexShader_Default.cso", fileData)) {
SDL_SetError("Unable to open SDL's vertex shader file.");
return E_FAIL;
}
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