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Split DirectX stuff into a subdirectory of plPipeline #345
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This actually allows us to compile plPipeline on *nix (although linking will fail).
@@ -203,6 +203,8 @@ uint32_t *plTextGenerator::IAllocateOSSurface( uint16_t width, uint16_t hei | |||
SelectObject( fWinAlphaDC, fWinAlphaBitmap ); | |||
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return (uint32_t *)fWinRGBBits; | |||
#else | |||
return 0; |
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nullptr
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@Hoikas updated |
Looks good and seemed to work fine when testing. 👍 |
👍 |
Still waiting on @Mystfit, I guess... |
I think it looks great. My post processing stuff is mainly in the DX side -- Byron Mallett
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The plDXPipeline headers and sources aren't explicitly added to the source groups. This works (sometimes), but it would be nice to have them in their own source groups instead of relying on cmake figuring out that they got omitted. Aside from that, it compiles and works well. |
This should be good to go. Can someone please run cmake on Windows and check that the resulting VS projects have the DX subfolder? I'm not very convinced about the directionality of those slashes... |
Split DirectX stuff into a subdirectory of plPipeline
Works fine here, @dpogue. 👍 |
Yep, works fine here too. |
Firstly, this allows us to compile on Linux (although linking will fail, but that's expected for most things at this point).
Secondly, it makes it easier for us to eventually add OpenGL as a second pipeline alongside without significant restructuring.
/ping @Mystfit because this probably affects some of his post-processing stuff