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ClusteredShadingAndroid.vcxproj
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ClusteredShadingAndroid.vcxproj
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{929A4EF1-C788-454A-8543-6CEA3D4DA111}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<NMakeBuildCommandLine>"$(VISUALGDB_DIR)\VisualGDB.exe" /build "$(ProjectPath)" "/solution:$(SolutionPath)" "/config:$(Configuration)" "/platform:$(Platform)"</NMakeBuildCommandLine>
<NMakeCleanCommandLine>"$(VISUALGDB_DIR)\VisualGDB.exe" /clean "$(ProjectPath)" "/solution:$(SolutionPath)" "/config:$(Configuration)" "/platform:$(Platform)"</NMakeCleanCommandLine>
<NMakeReBuildCommandLine>"$(VISUALGDB_DIR)\VisualGDB.exe" /rebuild "$(ProjectPath)" "/solution:$(SolutionPath)" "/config:$(Configuration)" "/platform:$(Platform)"</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>__VisualGDB_CFG_Debug;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>C:\Android\ndk\platforms\android-18\arch-arm\usr\include;C:\Android\ndk\toolchains\arm-linux-androideabi-4.6\prebuilt\windows\lib\gcc\arm-linux-androideabi\4.6\include;C:\Android\ndk\toolchains\arm-linux-androideabi-4.6\prebuilt\windows\lib\gcc\arm-linux-androideabi\4.6\include-fixed;$(NMakeIncludeSearchPath)</NMakeIncludeSearchPath>
<NMakeForcedIncludes>$(ProjectDir)\gcc_Debug.h;$(VISUALGDB_DIR)\gcc_compat.h;$(NMakeForcedIncludes)</NMakeForcedIncludes>
<IncludePath />
<ReferencePath />
<LibraryPath />
<NMakeOutput>$(ProjectDir)ClusteredShadingAndroid-Debug.vgdbsettings</NMakeOutput>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<NMakeBuildCommandLine>"$(VISUALGDB_DIR)\VisualGDB.exe" /build "$(ProjectPath)" "/solution:$(SolutionPath)" "/config:$(Configuration)" "/platform:$(Platform)"</NMakeBuildCommandLine>
<NMakeCleanCommandLine>"$(VISUALGDB_DIR)\VisualGDB.exe" /clean "$(ProjectPath)" "/solution:$(SolutionPath)" "/config:$(Configuration)" "/platform:$(Platform)"</NMakeCleanCommandLine>
<NMakeReBuildCommandLine>"$(VISUALGDB_DIR)\VisualGDB.exe" /rebuild "$(ProjectPath)" "/solution:$(SolutionPath)" "/config:$(Configuration)" "/platform:$(Platform)"</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>__VisualGDB_CFG_Release;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>$(ANDROID_NDK_ROOT)\platforms\android-18\arch-arm\usr\include;$(ProjectDir)\CPUT\middleware;$(ANDROID_NDK_ROOT)\toolchains\arm-linux-androideabi-4.6\prebuilt\windows\lib\gcc\arm-linux-androideabi\4.6\include;$(ANDROID_NDK_ROOT)\toolchains\arm-linux-androideabi-4.6\prebuilt\windows\lib\gcc\arm-linux-androideabi\4.6\include-fixed;$(ProjectDir)\CPUT\CPUT;$(ProjectDir)\middleware\glew-1.10.0\include;$(NMakeIncludeSearchPath)</NMakeIncludeSearchPath>
<NMakeForcedIncludes>$(ProjectDir)\gcc_Release.h;$(VISUALGDB_DIR)\gcc_compat.h;$(NMakeForcedIncludes)</NMakeForcedIncludes>
<IncludePath />
<ReferencePath />
<LibraryPath />
<NMakeOutput>$(ProjectDir)ClusteredShadingAndroid-Release.vgdbsettings</NMakeOutput>
</PropertyGroup>
<ItemDefinitionGroup>
</ItemDefinitionGroup>
<ItemGroup>
<None Include="AndroidManifest.xml" />
<None Include="jni\Android.mk" />
<None Include="jni\Application.mk" />
<None Include="jni\kernels.ispc">
<FileType>Document</FileType>
</None>
<None Include="Media\building\shader\BasicLoopFS.glsl" />
<None Include="Media\building\shader\ClusteredFS.glsl" />
<None Include="Media\building\shader\CopyTextureFS.glsl" />
<None Include="Media\building\shader\ForwardFS.glsl" />
<None Include="Media\building\shader\FullScreenTriangleVS.glsl" />
<None Include="Media\building\shader\GBufferFS.glsl" />
<None Include="Media\building\shader\GeometryVS.glsl" />
<None Include="Media\building\shader\GPUQuadDLFS.glsl" />
<None Include="Media\building\shader\GPUQuadDLResolveFS.glsl" />
<None Include="Media\building\shader\GPUQuadFS.glsl" />
<None Include="Media\building\shader\GPUQuadVS.glsl" />
<None Include="Media\building\shader\TiledDeferredCS.glsl" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="jni\ClusteredShadingSample.h" />
<ClInclude Include="jni\ColorUtil.h" />
<ClInclude Include="jni\FragmentFactory.h" />
<ClInclude Include="jni\GLProgram.h" />
<ClInclude Include="jni\LightGrid.h" />
<ClInclude Include="jni\Structures.h" />
<ClInclude Include="Media\building\shader\FramebufferFlat.h" />
<ClInclude Include="Media\building\shader\GBuffer.h" />
<ClInclude Include="Media\building\shader\GPUQuad.h" />
<ClInclude Include="Media\building\shader\PerFrameConstants.h" />
<ClInclude Include="Media\building\shader\Rendering.h" />
<ClInclude Include="Media\building\shader\ShaderDefines.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="jni\ClusteredShadingSample.cpp" />
<ClCompile Include="jni\ColorUtil.cpp" />
<ClCompile Include="jni\FragmentFactory.cpp" />
<ClCompile Include="jni\GLProgram.cpp" />
<ClCompile Include="jni\LightGrid.cpp" />
<ClCompile Include="jni\main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>