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| author | assiduous <assiduous@diligentgraphics.com> | 2020-09-10 04:47:03 +0000 |
|---|---|---|
| committer | assiduous <assiduous@diligentgraphics.com> | 2020-09-10 04:47:03 +0000 |
| commit | 02742f2efe4d400dc3562730badb5ea13aaa0876 (patch) | |
| tree | fc41669e1583c22af650cff12746a9f3347bb50c /BuildUtils.cmake | |
| parent | Fixed merge conflicts (diff) | |
| download | DiligentCore-02742f2efe4d400dc3562730badb5ea13aaa0876.tar.gz DiligentCore-02742f2efe4d400dc3562730badb5ea13aaa0876.zip | |
Another set of minor updates to mesh shader implementation
Diffstat (limited to 'BuildUtils.cmake')
| -rw-r--r-- | BuildUtils.cmake | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/BuildUtils.cmake b/BuildUtils.cmake index 305578e9..71132563 100644 --- a/BuildUtils.cmake +++ b/BuildUtils.cmake @@ -27,17 +27,17 @@ if(PLATFORM_WIN32 OR PLATFORM_UNIVERSAL_WINDOWS) # Copy D3Dcompiler_47.dll and dxcompiler.dll if(MSVC) if (${CMAKE_SIZEOF_VOID_P} EQUAL 8) - set(FX_COMPILER_PATH "\"$(VC_ExecutablePath_x64_x64)\\D3Dcompiler_47.dll\"") - set(DXIL_COMPILER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x64\\dxcompiler.dll\"") - set(DXIL_SIGNER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x64\\dxil.dll\"") + set(D3D_COMPILER_PATH "\"$(VC_ExecutablePath_x64_x64)\\D3Dcompiler_47.dll\"") + set(DXC_COMPILER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x64\\dxcompiler.dll\"") + set(DXIL_SIGNER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x64\\dxil.dll\"") else() - set(FX_COMPILER_PATH "\"$(VC_ExecutablePath_x86_x86)\\D3Dcompiler_47.dll\"") - set(DXIL_COMPILER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x86\\dxcompiler.dll\"") - set(DXIL_SIGNER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x86\\dxil.dll\"") + set(D3D_COMPILER_PATH "\"$(VC_ExecutablePath_x86_x86)\\D3Dcompiler_47.dll\"") + set(DXC_COMPILER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x86\\dxcompiler.dll\"") + set(DXIL_SIGNER_PATH "\"$(WindowsSdkDir)\\bin\\${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}\\x86\\dxil.dll\"") endif() add_custom_command(TARGET ${TARGET_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different - ${FX_COMPILER_PATH} + ${D3D_COMPILER_PATH} "\"$<TARGET_FILE_DIR:${TARGET_NAME}>\"") if(D3D12_SUPPORTED) @@ -48,7 +48,7 @@ if(PLATFORM_WIN32 OR PLATFORM_UNIVERSAL_WINDOWS) # For the compiler to sign the bytecode, you have to have a copy of dxil.dll in the same folder as the dxcompiler.dll at runtime. add_custom_command(TARGET ${TARGET_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different - ${DXIL_COMPILER_PATH} + ${DXC_COMPILER_PATH} "\"$<TARGET_FILE_DIR:${TARGET_NAME}>\"" COMMAND ${CMAKE_COMMAND} -E copy_if_different ${DXIL_SIGNER_PATH} |
