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Update file and symbol names to reflect the new technique name (SMAA).
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iryoku committed Aug 29, 2011
1 parent 696cab2 commit 2805917
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Showing 17 changed files with 375 additions and 367 deletions.
46 changes: 23 additions & 23 deletions Demo/DX10/Code/Demo.cpp
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@
#include "Timer.h" #include "Timer.h"
#include "RenderTarget.h" #include "RenderTarget.h"
#include "Copy.h" #include "Copy.h"
#include "MLAA.h" #include "SMAA.h"


using namespace std; using namespace std;


Expand All @@ -58,7 +58,7 @@ ID3DX10Font *font = NULL;
ID3DX10Sprite *sprite = NULL; ID3DX10Sprite *sprite = NULL;
CDXUTTextHelper *txtHelper = NULL; CDXUTTextHelper *txtHelper = NULL;


MLAA *mlaa = NULL; SMAA *smaa = NULL;
DepthStencil *depthStencil = NULL; DepthStencil *depthStencil = NULL;
RenderTarget *depthBufferRenderTarget = NULL; RenderTarget *depthBufferRenderTarget = NULL;
BackbufferRenderTarget *backbufferRenderTarget = NULL; BackbufferRenderTarget *backbufferRenderTarget = NULL;
Expand Down Expand Up @@ -216,19 +216,19 @@ void CALLBACK onDestroyDevice(void *context) {
} }




void initMLAA() { void initSMAA() {
int min, max; int min, max;
float scale; float scale;


CDXUTSlider *slider = hud.GetSlider(IDC_MAXSEARCHSTEPS); CDXUTSlider *slider = hud.GetSlider(IDC_MAXSEARCHSTEPS);
slider->GetRange(min, max); slider->GetRange(min, max);
scale = float(slider->GetValue()) / (max - min); scale = float(slider->GetValue()) / (max - min);
mlaa->setMaxSearchSteps(int(round(scale * 98.0f))); smaa->setMaxSearchSteps(int(round(scale * 98.0f)));


slider = hud.GetSlider(IDC_THRESHOLD); slider = hud.GetSlider(IDC_THRESHOLD);
slider->GetRange(min, max); slider->GetRange(min, max);
scale = float(slider->GetValue()) / (max - min); scale = float(slider->GetValue()) / (max - min);
mlaa->setThreshold(scale * 0.5f); smaa->setThreshold(scale * 0.5f);
} }




Expand All @@ -239,8 +239,8 @@ HRESULT CALLBACK onResizedSwapChain(ID3D10Device *device, IDXGISwapChain *swapCh


hud.SetLocation(desc->Width - (45 + HUD_WIDTH), 0); hud.SetLocation(desc->Width - (45 + HUD_WIDTH), 0);


mlaa = new MLAA(device, desc->Width, desc->Height); smaa = new SMAA(device, desc->Width, desc->Height);
initMLAA(); initSMAA();
depthStencil = new DepthStencil(device, desc->Width, desc->Height, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_R24_UNORM_X8_TYPELESS); depthStencil = new DepthStencil(device, desc->Width, desc->Height, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
depthBufferRenderTarget = new RenderTarget(device, desc->Width, desc->Height, DXGI_FORMAT_R32_FLOAT); depthBufferRenderTarget = new RenderTarget(device, desc->Width, desc->Height, DXGI_FORMAT_R32_FLOAT);
backbufferRenderTarget = new BackbufferRenderTarget(device, DXUTGetDXGISwapChain()); backbufferRenderTarget = new BackbufferRenderTarget(device, DXUTGetDXGISwapChain());
Expand All @@ -254,7 +254,7 @@ HRESULT CALLBACK onResizedSwapChain(ID3D10Device *device, IDXGISwapChain *swapCh
void CALLBACK onReleasingSwapChain(void *context) { void CALLBACK onReleasingSwapChain(void *context) {
dialogResourceManager.OnD3D10ReleasingSwapChain(); dialogResourceManager.OnD3D10ReleasingSwapChain();


SAFE_DELETE(mlaa); SAFE_DELETE(smaa);
SAFE_DELETE(depthStencil); SAFE_DELETE(depthStencil);
SAFE_DELETE(depthBufferRenderTarget); SAFE_DELETE(depthBufferRenderTarget);
SAFE_DELETE(backbufferRenderTarget); SAFE_DELETE(backbufferRenderTarget);
Expand Down Expand Up @@ -297,7 +297,7 @@ void saveBackbuffer(ID3D10Device *device) {




void doBenchmark() { void doBenchmark() {
benchmarkFile << timer->getSection(L"MLAA") << endl; benchmarkFile << timer->getSection(L"SMAA") << endl;


int next = hud.GetComboBox(IDC_INPUT)->GetSelectedIndex() + 1; int next = hud.GetComboBox(IDC_INPUT)->GetSelectedIndex() + 1;
int n = hud.GetComboBox(IDC_INPUT)->GetNumItems(); int n = hud.GetComboBox(IDC_INPUT)->GetNumItems();
Expand All @@ -316,10 +316,10 @@ void doBenchmark() {
void drawTextures(ID3D10Device *device) { void drawTextures(ID3D10Device *device) {
switch (int(hud.GetComboBox(IDC_VIEWMODE)->GetSelectedData())) { switch (int(hud.GetComboBox(IDC_VIEWMODE)->GetSelectedData())) {
case 1: case 1:
Copy::go(*mlaa->getEdgeRenderTarget(), *backbufferRenderTarget); Copy::go(*smaa->getEdgeRenderTarget(), *backbufferRenderTarget);
break; break;
case 2: case 2:
Copy::go(*mlaa->getBlendRenderTarget(), *backbufferRenderTarget); Copy::go(*smaa->getBlendRenderTarget(), *backbufferRenderTarget);
break; break;
default: default:
break; break;
Expand All @@ -342,24 +342,24 @@ void CALLBACK onFrameRender(ID3D10Device *device, double time, float elapsedTime
Copy::go(testColorSRV, *finalRenderTargetSRGB, &viewport); Copy::go(testColorSRV, *finalRenderTargetSRGB, &viewport);
Copy::go(testDepthSRV, *depthBufferRenderTarget, &viewport); Copy::go(testDepthSRV, *depthBufferRenderTarget, &viewport);


// Run MLAA // Run SMAA
if (hud.GetCheckBox(IDC_ANTIALIASING)->GetChecked()) { if (hud.GetCheckBox(IDC_ANTIALIASING)->GetChecked()) {
MLAA::Input input = MLAA::Input(int(hud.GetComboBox(IDC_DETECTIONMODE)->GetSelectedData())); SMAA::Input input = SMAA::Input(int(hud.GetComboBox(IDC_DETECTIONMODE)->GetSelectedData()));
int n = hud.GetCheckBox(IDC_PROFILE)->GetChecked()? timer->getRepetitionsCount() : 1; int n = hud.GetCheckBox(IDC_PROFILE)->GetChecked()? timer->getRepetitionsCount() : 1;


timer->start(); timer->start();
for (int i = 0; i < n; i++) { // This loop is just for profiling. for (int i = 0; i < n; i++) { // This loop is just for profiling.
switch (input) { switch (input) {
case MLAA::INPUT_LUMA: case SMAA::INPUT_LUMA:
case MLAA::INPUT_COLOR: case SMAA::INPUT_COLOR:
mlaa->go(*finalRenderTarget, *finalRenderTargetSRGB, *backbufferRenderTarget, *depthStencil, input); smaa->go(*finalRenderTarget, *finalRenderTargetSRGB, *backbufferRenderTarget, *depthStencil, input);
break; break;
case MLAA::INPUT_DEPTH: case SMAA::INPUT_DEPTH:
mlaa->go(*depthBufferRenderTarget, *finalRenderTargetSRGB, *backbufferRenderTarget, *depthStencil, input); smaa->go(*depthBufferRenderTarget, *finalRenderTargetSRGB, *backbufferRenderTarget, *depthStencil, input);
break; break;
} }
} }
timer->clock(L"MLAA"); timer->clock(L"SMAA");
} else { } else {
Copy::go(*finalRenderTargetSRGB, *backbufferRenderTarget); Copy::go(*finalRenderTargetSRGB, *backbufferRenderTarget);
} }
Expand Down Expand Up @@ -579,7 +579,7 @@ void CALLBACK onGUIEvent(UINT event, int id, CDXUTControl *control, void *contex
slider->GetRange(min, max); slider->GetRange(min, max);


float scale = float(slider->GetValue()) / (max - min); float scale = float(slider->GetValue()) / (max - min);
mlaa->setMaxSearchSteps(int(round(scale * 98.0f))); smaa->setMaxSearchSteps(int(round(scale * 98.0f)));


wstringstream s; wstringstream s;
s << L"Max Search Steps: " << int(round(scale * 98.0f)); s << L"Max Search Steps: " << int(round(scale * 98.0f));
Expand All @@ -593,7 +593,7 @@ void CALLBACK onGUIEvent(UINT event, int id, CDXUTControl *control, void *contex
slider->GetRange(min, max); slider->GetRange(min, max);


float scale = float(slider->GetValue()) / (max - min); float scale = float(slider->GetValue()) / (max - min);
mlaa->setThreshold(scale * 0.5f); smaa->setThreshold(scale * 0.5f);


wstringstream s; wstringstream s;
s << L"Threshold: " << scale * 0.5f; s << L"Threshold: " << scale * 0.5f;
Expand Down Expand Up @@ -634,7 +634,7 @@ void initApp() {
hud.GetComboBox(IDC_INPUT)->SetSelectedByData((LPVOID) -1); hud.GetComboBox(IDC_INPUT)->SetSelectedByData((LPVOID) -1);
} }


hud.AddCheckBox(IDC_ANTIALIASING, L"MLAA Anti-Aliasing", 35, iY += 24, HUD_WIDTH, 22, true); hud.AddCheckBox(IDC_ANTIALIASING, L"SMAA Anti-Aliasing", 35, iY += 24, HUD_WIDTH, 22, true);
hud.AddCheckBox(IDC_PROFILE, L"Profile", 35, iY += 24, HUD_WIDTH, 22, false); hud.AddCheckBox(IDC_PROFILE, L"Profile", 35, iY += 24, HUD_WIDTH, 22, false);


wstringstream s; wstringstream s;
Expand Down Expand Up @@ -693,7 +693,7 @@ INT WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int) {
return -1; return -1;


DXUTSetCursorSettings(true, true); DXUTSetCursorSettings(true, true);
if (FAILED(DXUTCreateWindow(L"Practical Morphological Anti-Aliasing Demo (Jimenez's MLAA)"))) if (FAILED(DXUTCreateWindow(L"SMAA: Subpixel Morphological Antialiasing")))
return -1; return -1;


if (FAILED(DXUTCreateDevice(true, 1280, 720))) if (FAILED(DXUTCreateDevice(true, 1280, 720)))
Expand Down
28 changes: 14 additions & 14 deletions Demo/DX10/Code/MLAA.cpp → Demo/DX10/Code/SMAA.cpp
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@
* in the documentation and/or other materials provided with the * in the documentation and/or other materials provided with the
* distribution: * distribution:
* *
* "Uses Jimenez's MLAA. Copyright (C) 2011 by Jorge Jimenez, Belen Masia, * "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Jose I. Echevarria, Fernando Navarro and Diego Gutierrez." * Belen Masia, Fernando Navarro and Diego Gutierrez."
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
Expand All @@ -38,7 +38,7 @@




#include <sstream> #include <sstream>
#include "MLAA.h" #include "SMAA.h"
#include "SearchTex.h" #include "SearchTex.h"
#include "AreaTex.h" #include "AreaTex.h"
using namespace std; using namespace std;
Expand Down Expand Up @@ -94,7 +94,7 @@ class ID3D10IncludeResource : public ID3D10Include {
#pragma endregion #pragma endregion




MLAA::MLAA(ID3D10Device *device, int width, int height, const ExternalStorage &storage) SMAA::SMAA(ID3D10Device *device, int width, int height, const ExternalStorage &storage)
: device(device), : device(device),
maxSearchSteps(8), maxSearchSteps(8),
threshold(0.1f) { threshold(0.1f) {
Expand All @@ -106,17 +106,17 @@ MLAA::MLAA(ID3D10Device *device, int width, int height, const ExternalStorage &s
string pixelSizeText = s.str(); string pixelSizeText = s.str();


D3D10_SHADER_MACRO defines[3] = { D3D10_SHADER_MACRO defines[3] = {
{"MLAA_PIXEL_SIZE", pixelSizeText.c_str()}, {"SMAA_PIXEL_SIZE", pixelSizeText.c_str()},
{NULL, NULL} {NULL, NULL}
}; };


/** /**
* IMPORTANT! Here we load and compile the MLAA effect from a *RESOURCE* * IMPORTANT! Here we load and compile the SMAA effect from a *RESOURCE*
* (Yeah, we like all-in-one executables for demos =) * (Yeah, we like all-in-one executables for demos =)
* In case you want it to be loaded from other place change this line accordingly. * In case you want it to be loaded from other place change this line accordingly.
*/ */
ID3D10IncludeResource includeResource; ID3D10IncludeResource includeResource;
V(D3DX10CreateEffectFromResource(GetModuleHandle(NULL), L"MLAA.fx", NULL, defines, &includeResource, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, device, NULL, NULL, &effect, NULL, NULL)); V(D3DX10CreateEffectFromResource(GetModuleHandle(NULL), L"SMAA.fx", NULL, defines, &includeResource, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, device, NULL, NULL, &effect, NULL, NULL));


// This is for rendering the typical fullscreen quad later on. // This is for rendering the typical fullscreen quad later on.
D3D10_PASS_DESC desc; D3D10_PASS_DESC desc;
Expand Down Expand Up @@ -157,7 +157,7 @@ MLAA::MLAA(ID3D10Device *device, int width, int height, const ExternalStorage &s
} }




MLAA::~MLAA() { SMAA::~SMAA() {
SAFE_RELEASE(effect); SAFE_RELEASE(effect);
SAFE_DELETE(quad); SAFE_DELETE(quad);
SAFE_DELETE(edgeRenderTarget); SAFE_DELETE(edgeRenderTarget);
Expand All @@ -169,7 +169,7 @@ MLAA::~MLAA() {
} }




void MLAA::go(ID3D10ShaderResourceView *edgesSRV, void SMAA::go(ID3D10ShaderResourceView *edgesSRV,
ID3D10ShaderResourceView *srcSRV, ID3D10ShaderResourceView *srcSRV,
ID3D10RenderTargetView *dstRTV, ID3D10RenderTargetView *dstRTV,
ID3D10DepthStencilView *dsv, ID3D10DepthStencilView *dsv,
Expand Down Expand Up @@ -214,7 +214,7 @@ void MLAA::go(ID3D10ShaderResourceView *edgesSRV,
} }




void MLAA::loadAreaTex() { void SMAA::loadAreaTex() {
HRESULT hr; HRESULT hr;


D3D10_SUBRESOURCE_DATA data; D3D10_SUBRESOURCE_DATA data;
Expand Down Expand Up @@ -243,7 +243,7 @@ void MLAA::loadAreaTex() {
V(device->CreateShaderResourceView(areaTex, &descSRV, &areaTexSRV)); V(device->CreateShaderResourceView(areaTex, &descSRV, &areaTexSRV));
} }


void MLAA::loadSearchTex() { void SMAA::loadSearchTex() {
HRESULT hr; HRESULT hr;


D3D10_SUBRESOURCE_DATA data; D3D10_SUBRESOURCE_DATA data;
Expand Down Expand Up @@ -273,7 +273,7 @@ void MLAA::loadSearchTex() {
} }




void MLAA::edgesDetectionPass(ID3D10DepthStencilView *dsv, Input input) { void SMAA::edgesDetectionPass(ID3D10DepthStencilView *dsv, Input input) {
HRESULT hr; HRESULT hr;


// Select the technique accordingly. // Select the technique accordingly.
Expand All @@ -296,7 +296,7 @@ void MLAA::edgesDetectionPass(ID3D10DepthStencilView *dsv, Input input) {
} }




void MLAA::blendingWeightsCalculationPass(ID3D10DepthStencilView *dsv) { void SMAA::blendingWeightsCalculationPass(ID3D10DepthStencilView *dsv) {
HRESULT hr; HRESULT hr;


// Setup the technique (again). // Setup the technique (again).
Expand All @@ -309,7 +309,7 @@ void MLAA::blendingWeightsCalculationPass(ID3D10DepthStencilView *dsv) {
} }




void MLAA::neighborhoodBlendingPass(ID3D10RenderTargetView *dstRTV, ID3D10DepthStencilView *dsv) { void SMAA::neighborhoodBlendingPass(ID3D10RenderTargetView *dstRTV, ID3D10DepthStencilView *dsv) {
HRESULT hr; HRESULT hr;


// Setup the technique (once again). // Setup the technique (once again).
Expand Down
16 changes: 8 additions & 8 deletions Demo/DX10/Code/MLAA.h → Demo/DX10/Code/SMAA.h
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@
* in the documentation and/or other materials provided with the * in the documentation and/or other materials provided with the
* distribution: * distribution:
* *
* "Uses Jimenez's MLAA. Copyright (C) 2011 by Jorge Jimenez, Belen Masia, * "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Jose I. Echevarria, Fernando Navarro and Diego Gutierrez." * Belen Masia, Fernando Navarro and Diego Gutierrez."
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
Expand All @@ -37,15 +37,15 @@
*/ */




#ifndef MLAA_H #ifndef SMAA_H
#define MLAA_H #define SMAA_H


#include <dxgi.h> #include <dxgi.h>
#include <d3d10.h> #include <d3d10.h>
#include "RenderTarget.h" #include "RenderTarget.h"




class MLAA { class SMAA {
public: public:
class ExternalStorage; class ExternalStorage;


Expand All @@ -62,8 +62,8 @@ class MLAA {
* By default, two render targets will be created for storing * By default, two render targets will be created for storing
* intermediate calculations. * intermediate calculations.
*/ */
MLAA(ID3D10Device *device, int width, int height, const ExternalStorage &storage=ExternalStorage()); SMAA(ID3D10Device *device, int width, int height, const ExternalStorage &storage=ExternalStorage());
~MLAA(); ~SMAA();


/** /**
* 'edgesSRV' should be the input for using for edge detection: * 'edgesSRV' should be the input for using for edge detection:
Expand Down Expand Up @@ -105,7 +105,7 @@ class MLAA {
RenderTarget *getBlendRenderTarget() { return blendRenderTarget; } RenderTarget *getBlendRenderTarget() { return blendRenderTarget; }


/** /**
* This class allows to pass spare storage buffers to the MLAA class. * This class allows to pass spare storage buffers to the SMAA class.
*/ */
class ExternalStorage { class ExternalStorage {
public: public:
Expand Down
5 changes: 2 additions & 3 deletions Demo/DX10/Demo.rc
Original file line number Original file line Diff line number Diff line change
@@ -1,8 +1,7 @@
1 ICON "Icon.ico" 1 ICON "Icon.ico"


MLAA.fx RCDATA Shaders\MLAA.fx SMAA.fx RCDATA Shaders\SMAA.fx

SMAA.h RCDATA "..\\..\\SMAA.h"
MLAA.h RCDATA "..\\..\\MLAA.h"


Unigine01.png RCDATA Media\Images\Unigine01.png Unigine01.png RCDATA Media\Images\Unigine01.png
Unigine02.png RCDATA Media\Images\Unigine02.png Unigine02.png RCDATA Media\Images\Unigine02.png
Expand Down
16 changes: 8 additions & 8 deletions Demo/DX10/Demo.vcxproj
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -48,10 +48,10 @@
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<EmbedManifest Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</EmbedManifest> <EmbedManifest Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</EmbedManifest>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath> <ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
<IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Include;../../../Textures;$(IncludePath)</IncludePath> <IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Include;../../Textures;$(IncludePath)</IncludePath>
<LibraryPath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath> <LibraryPath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath> <ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
<IncludePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Include;../../../Textures;$(IncludePath)</IncludePath> <IncludePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Include;../../Textures;$(IncludePath)</IncludePath>
<LibraryPath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath> <LibraryPath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
Expand Down Expand Up @@ -122,14 +122,14 @@
<ClCompile Include="DXUT\Optional\DXUTsettingsdlg.cpp" /> <ClCompile Include="DXUT\Optional\DXUTsettingsdlg.cpp" />
<ClCompile Include="DXUT\Optional\SDKmesh.cpp" /> <ClCompile Include="DXUT\Optional\SDKmesh.cpp" />
<ClCompile Include="DXUT\Optional\SDKmisc.cpp" /> <ClCompile Include="DXUT\Optional\SDKmisc.cpp" />
<ClCompile Include="Code\MLAA.cpp" /> <ClCompile Include="Code\SMAA.cpp" />
<ClCompile Include="Code\Demo.cpp" /> <ClCompile Include="Code\Demo.cpp" />
<ClCompile Include="Code\RenderTarget.cpp" /> <ClCompile Include="Code\RenderTarget.cpp" />
<ClCompile Include="Code\Timer.cpp" /> <ClCompile Include="Code\Timer.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\AreaTex.h" /> <ClInclude Include="..\..\AreaTex.h" />
<ClInclude Include="..\..\MLAA.h" /> <ClInclude Include="..\..\SMAA.h" />
<ClInclude Include="..\..\SearchTex.h" /> <ClInclude Include="..\..\SearchTex.h" />
<ClInclude Include="Code\Copy.h" /> <ClInclude Include="Code\Copy.h" />
<ClInclude Include="DXUT\Core\DXUT.h" /> <ClInclude Include="DXUT\Core\DXUT.h" />
Expand All @@ -141,20 +141,20 @@
<ClInclude Include="DXUT\Optional\DXUTsettingsdlg.h" /> <ClInclude Include="DXUT\Optional\DXUTsettingsdlg.h" />
<ClInclude Include="DXUT\Optional\SDKmesh.h" /> <ClInclude Include="DXUT\Optional\SDKmesh.h" />
<ClInclude Include="DXUT\Optional\SDKmisc.h" /> <ClInclude Include="DXUT\Optional\SDKmisc.h" />
<ClInclude Include="Code\MLAA.h" /> <ClInclude Include="Code\SMAA.h" />
<ClInclude Include="Code\RenderTarget.h" /> <ClInclude Include="Code\RenderTarget.h" />
<ClInclude Include="Code\Timer.h" /> <ClInclude Include="Code\Timer.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CustomBuild Include="Shaders\MLAA.fx"> <CustomBuild Include="Shaders\SMAA.fx">
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxc /Od /Zi /Tfx_4_0 /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)" <Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxc /Od /Zi /Tfx_4_0 /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)"
</Command> </Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IntDir)%(Filename).fxo</Outputs> <Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IntDir)%(Filename).fxo</Outputs>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxc /Tfx_4_0 /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)" <Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxc /Tfx_4_0 /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)"
</Command> </Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)%(Filename).fxo</Outputs> <Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)%(Filename).fxo</Outputs>
<AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\MLAA.h</AdditionalInputs> <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\SMAA.h</AdditionalInputs>
<AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\MLAA.h</AdditionalInputs> <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\SMAA.h</AdditionalInputs>
</CustomBuild> </CustomBuild>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
Expand Down
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