Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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# Microsoft Developer Studio Project File - Name="shaderempty" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=shaderempty - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "shaderempty.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "shaderempty.mak" CFG="shaderempty - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
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!MESSAGE "shaderempty - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "shaderempty - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/Src/common/MaterialSystem/shaderempty", SKRCAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "shaderempty - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
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# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SHADEREMPTY_EXPORTS" /YX /FD /c
# ADD CPP /nologo /G6 /W4 /Zi /O2 /I "..\..\common" /I "..\..\public" /I "..\..\public\tier1" /I "..\\" /D "NDEBUG" /D "_WIN32" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SHADER_DLL_EXPORT" /D "PROTECTED_THINGS_ENABLE" /FD /c
# SUBTRACT CPP /Fr /YX
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
# ADD LINK32 /nologo /dll /map /debug /machine:I386 /out:"Release/shaderapiempty.dll" /libpath:"..\..\..\lib\common" /libpath:"..\..\..\lib\public"
# Begin Custom Build
TargetPath=.\Release\shaderapiempty.dll
InputPath=.\Release\shaderapiempty.dll
SOURCE="$(InputPath)"
"..\..\..\game\bin\shaderapiempty.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
if exist ..\..\..\game\bin\shaderapiempty.dll attrib -r ..\..\..\game\bin\shaderapiempty.dll
if exist $(TargetPath) copy $(TargetPath) ..\..\..\game\bin\shaderapiempty.dll
# End Custom Build
!ELSEIF "$(CFG)" == "shaderempty - Win32 Debug"
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# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SHADEREMPTY_EXPORTS" /YX /FD /GZ /c
# ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\..\common" /I "..\..\public" /I "..\..\public\tier1" /I "..\\" /D "_DEBUG" /D "_WIN32" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SHADER_DLL_EXPORT" /D "PROTECTED_THINGS_ENABLE" /FR /FD /GZ /c
# SUBTRACT CPP /YX
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 /nologo /dll /debug /machine:I386 /out:"Debug/shaderapiempty.dll" /pdbtype:sept /libpath:"..\..\..\lib\common" /libpath:"..\..\..\lib\public"
# Begin Custom Build
TargetPath=.\Debug\shaderapiempty.dll
InputPath=.\Debug\shaderapiempty.dll
SOURCE="$(InputPath)"
"..\..\..\game\bin\shaderapiempty.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
if exist ..\..\..\game\bin\shaderapiempty.dll attrib -r ..\..\..\game\bin\shaderapiempty.dll
if exist $(TargetPath) copy $(TargetPath) ..\..\..\game\bin\shaderapiempty.dll
# End Custom Build
!ENDIF
# Begin Target
# Name "shaderempty - Win32 Release"
# Name "shaderempty - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\tier1\interface.cpp
# End Source File
# Begin Source File
SOURCE=.\ShaderAPIEmpty.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\public\tier0\platform.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\lib\public\vstdlib.lib
# End Source File
# Begin Source File
SOURCE=..\..\lib\public\tier0.lib
# End Source File
# End Target
# End Project