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#! /usr/bin/env python
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# encoding: utf-8
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from waflib import Utils
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import os
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top = '.'
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PROJECT_NAME = 'shaderapidx9'
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def options(opt):
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# stub
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return
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def configure(conf):
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conf.env.append_unique('DEFINES',[
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'SHADERAPIDX9',
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'SHADER_DLL_EXPORT',
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#'PROTECTED_THINGS_ENABLE', # conflicts with stlport
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'strncpy=use_Q_strncpy_instead',
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'_snprintf=use_Q_snprintf_instead',
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'GL_GLEXT_PROTOTYPES',
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'DX_TO_GL_ABSTRACTION'
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])
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def build(bld):
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source = [
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'colorformatdx8.cpp',
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'../../public/filesystem_helpers.cpp',
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'hardwareconfig.cpp',
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'meshbase.cpp',
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'meshdx8.cpp',
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#'recording.cpp', [$WIN32 && !$GL]
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'shaderapidx8.cpp',
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'shaderdevicebase.cpp',
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'shaderapibase.cpp',
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'shaderdevicedx8.cpp',
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'shadershadowdx8.cpp',
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'texturedx8.cpp',
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'TransitionTable.cpp',
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'cvballoctracker.cpp',
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'vertexdecl.cpp',
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'vertexshaderdx8.cpp',
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#'wmi.cpp', [$WIN32 && !$GL]
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#'textureheap.cpp', [$X360]
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'winutils.cpp'# [!$WIN32]
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]
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includes = [
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'.',
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'../../public',
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'../../public/tier0',
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'../../public/tier1',
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'../../common',
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'../'
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] + bld.env.INCLUDES_SDL2
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defines = []
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libs = ['tier0','tier1','tier2','vstdlib','togl','bitmap','mathlib']
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if bld.env.DEST_OS == 'android':
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libs += ['ANDROID_SUPPORT']
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install_path = bld.env.LIBDIR
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bld.shlib(
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source = source,
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target = PROJECT_NAME,
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name = PROJECT_NAME,
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features = 'c cxx',
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includes = includes,
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defines = defines,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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