changed all references of the old d3d11 filenames to the new filenames
parent
47e0700f3f
commit
904725390a
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@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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void gs_index_buffer::InitBuffer()
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{
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@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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#include "graphics/vec4.h"
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const D3D11_TEXTURE_ADDRESS_MODE convertAddressMode[] =
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@ -15,8 +15,8 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "GS_D3D11ShaderProcessor.hpp"
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include "graphics/vec2.h"
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#include "graphics/vec3.h"
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#include "graphics/matrix3.h"
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@ -15,8 +15,8 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "GS_D3D11ShaderProcessor.hpp"
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include <sstream>
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using namespace std;
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@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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gs_stage_surface::gs_stage_surface(device_t device, uint32_t width,
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uint32_t height, gs_color_format colorFormat)
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@ -18,7 +18,7 @@
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#include "util/base.h"
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#include "util/platform.h"
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#include "graphics/matrix3.h"
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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static const IID dxgiFactory2 =
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{0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
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@ -37,7 +37,7 @@ struct shader_var;
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struct shader_sampler;
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struct gs_vertex_shader;
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#include "GS_D3D11Exports.h"
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#include "d3d11-exports.h"
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using namespace std;
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@ -16,7 +16,7 @@
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******************************************************************************/
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#include "util/base.h"
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, void **data)
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{
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@ -17,7 +17,7 @@
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#include "util/base.h"
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#include "graphics/vec3.h"
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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static inline void PushBuffer(vector<ID3D11Buffer*> &buffers,
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vector<uint32_t> &strides, ID3D11Buffer *buffer,
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@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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void gs_zstencil_buffer::InitBuffer()
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{
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@ -18,6 +18,22 @@
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\..\libobs-d3d11\d3d11-exports.h" />
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<ClInclude Include="..\..\..\libobs-d3d11\d3d11-shaderprocessor.hpp" />
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<ClInclude Include="..\..\..\libobs-d3d11\d3d11-subsystem.hpp" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-indexbuffer.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-samplerstate.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-shader.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-shaderprocessor.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-stagesurf.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-subsystem.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-texture2d.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-vertexbuffer.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-zstencilbuffer.cpp" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{68A84F9A-5B89-4E7D-8183-87FEA5DC65F6}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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@ -158,22 +174,6 @@
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<AdditionalDependencies>d3d11.lib;dxgi.lib;d3dcompiler.lib;libobs.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11IndexBuffer.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11SamplerState.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11Shader.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11ShaderProcessor.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11StageSurf.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11SubSystem.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11Texture2D.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11VertexBuffer.cpp" />
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11ZStencilBuffer.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\..\libobs-d3d11\GS_D3D11Exports.h" />
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<ClInclude Include="..\..\..\libobs-d3d11\GS_D3D11ShaderProcessor.hpp" />
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<ClInclude Include="..\..\..\libobs-d3d11\GS_D3D11SubSystem.hpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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@ -15,43 +15,43 @@
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11Shader.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11ShaderProcessor.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11StageSurf.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11SubSystem.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11Texture2D.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11VertexBuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11ZStencilBuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11IndexBuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\GS_D3D11SamplerState.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClInclude Include="..\..\..\libobs-d3d11\d3d11-exports.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\..\libobs-d3d11\d3d11-shaderprocessor.hpp">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\..\libobs-d3d11\d3d11-subsystem.hpp">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\..\libobs-d3d11\GS_D3D11ShaderProcessor.hpp">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\..\libobs-d3d11\GS_D3D11SubSystem.hpp">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\..\libobs-d3d11\GS_D3D11Exports.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-indexbuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-samplerstate.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-shader.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-shaderprocessor.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-stagesurf.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-subsystem.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-texture2d.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-vertexbuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\libobs-d3d11\d3d11-zstencilbuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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