robert
92cf24fe9f
- Shader building now inspects the spir-v for descriptor sets and writes the info to the output binary
34 lines
1.2 KiB
XML
34 lines
1.2 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>disable</Nullable>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<IsPackable>false</IsPackable>
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<Configurations>Debug;Test;Release</Configurations>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Test|x64' ">
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<Optimize>true</Optimize>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x64' ">
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<Optimize>true</Optimize>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Vortice.ShaderCompiler" Version="1.7.3" />
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<PackageReference Include="Vortice.SPIRV.Reflect" Version="1.0.3" />
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</ItemGroup>
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</Project>
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