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Separated UI from debugger functionality. Generally cleaned up that stuff. Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
34 lines
725 B
Python
34 lines
725 B
Python
# -*- python -*-
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Import('env')
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import os
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import sys
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name = os.sep + "Plugin_VideoOGL"
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files = [
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'RasterFont.cpp',
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'Render.cpp',
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'TextureCache.cpp',
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'NativeVertexFormat.cpp',
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'PixelShaderCache.cpp',
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'VertexShaderCache.cpp',
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'TextureConverter.cpp',
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'VertexManager.cpp',
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'PostProcessing.cpp',
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'FramebufferManager.cpp',
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'main.cpp',
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'GLUtil.cpp'
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]
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libs = [ 'videocommon', 'videouicommon', 'GLEW', 'SOIL', 'common' ]
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if sys.platform == 'darwin' and not env['HAVE_WX']:
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files += [ 'cocoaGL.m' ]
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elif sys.platform == 'win32':
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files += [ 'OS/Win32.cpp' ]
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elif not sys.platform == 'darwin' and env['HAVE_OPENCL']:
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libs += [ 'OpenCL' ]
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env.SharedLibrary(env['plugin_dir'] + name, files, LIBS = env['LIBS'] + libs)
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