removal of old XboxOneStuff
This commit is contained in:
@@ -65,13 +65,18 @@ namespace Flax.Deps.Dependencies
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case TargetPlatform.UWP:
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case TargetPlatform.XboxOne:
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{
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var solutionPath = Path.Combine(root, "DirectXTex_Windows10_2017.sln");
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var binFolder = Path.Combine(root, "DirectXTex", "Bin", "Windows10_2017");
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Deploy.VCEnvironment.BuildSolution(solutionPath, configuration, "x64");
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var solutionPath = Path.Combine(root, "DirectXTex_GXDK_2017.sln");
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File.Copy(Path.Combine(GetBinariesFolder(options, platform), "DirectXTex_GXDK_2017.sln"), solutionPath, true);
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var projectFileContents = File.ReadAllText(Path.Combine(GetBinariesFolder(options, platform), "DirectXTex_GXDK_2017.vcxproj"));
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projectFileContents = projectFileContents.Replace("___VS_TOOLSET___", "v142");
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var projectPath = Path.Combine(root, "DirectXTex", "DirectXTex_GXDK_2017.vcxproj");
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File.WriteAllText(projectPath, projectFileContents);
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var binFolder = Path.Combine(root, "DirectXTex", "Bin", "GXDK_2017");
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Deploy.VCEnvironment.BuildSolution(solutionPath, configuration, "Gaming.Xbox.XboxOne.x64");
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var depsFolder = GetThirdPartyFolder(options, platform, TargetArchitecture.x64);
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foreach (var file in outputFileNames)
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{
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Utilities.FileCopy(Path.Combine(binFolder, "x64", configuration, file), Path.Combine(depsFolder, file));
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Utilities.FileCopy(Path.Combine(binFolder, "Gaming.Xbox.XboxOne.x64", configuration, file), Path.Combine(depsFolder, file));
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}
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break;
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}
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@@ -139,7 +139,6 @@ namespace Flax.Deps.Dependencies
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case TargetPlatform.Windows:
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binariesSubDir = string.Format("win.{0}_{1}.vc140.md", arch, bits);
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break;
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case TargetPlatform.XboxOne:
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case TargetPlatform.UWP:
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binariesSubDir = string.Format("uwp.{0}_{1}.vc141", arch, bits);
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break;
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@@ -153,7 +152,8 @@ namespace Flax.Deps.Dependencies
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suppressBitsPostfix = true;
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binariesPrefix = "lib";
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break;
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case TargetPlatform.XboxScarlett:
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case TargetPlatform.XboxOne:
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case TargetPlatform.XboxScarlett:
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binariesSubDir = "win.x86_64.vc142.md";
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break;
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case TargetPlatform.Android:
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@@ -212,6 +212,7 @@ namespace Flax.Deps.Dependencies
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// Hack: PS4 uses .o extension for compiler output files but CMake uses .obj even if CMAKE_CXX_OUTPUT_EXTENSION/CMAKE_C_OUTPUT_EXTENSION are specified
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Utilities.ReplaceInFiles(Path.Combine(root, "physx\\compiler\\ps4"), "*.vcxproj", SearchOption.AllDirectories, ".obj", ".o");
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break;
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case TargetPlatform.XboxOne:
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case TargetPlatform.XboxScarlett:
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// Hack: force to use proper Win10 SDK
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Utilities.ReplaceInFiles(Path.Combine(root, "physx\\compiler\\vc16win64"), "*.vcxproj", SearchOption.AllDirectories, "10.0.18362.0", "10.0.19041.0");
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@@ -335,11 +336,6 @@ namespace Flax.Deps.Dependencies
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Build(options, "vc15uwp64", platform, TargetArchitecture.x64);
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break;
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}
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case TargetPlatform.XboxOne:
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{
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Build(options, "vc15uwp64", platform, TargetArchitecture.x64);
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break;
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}
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case TargetPlatform.Linux:
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{
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Build(options, "linux", platform, TargetArchitecture.x64);
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@@ -356,6 +352,11 @@ namespace Flax.Deps.Dependencies
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Build(options, "vc16win64", platform, TargetArchitecture.x64);
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break;
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}
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case TargetPlatform.XboxOne:
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{
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Build(options, "vc16win64", platform, TargetArchitecture.x64);
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break;
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}
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case TargetPlatform.Android:
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{
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Build(options, "android", platform, TargetArchitecture.ARM64);
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@@ -112,19 +112,6 @@ namespace Flax.Deps.Dependencies
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break;
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}
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case TargetPlatform.XboxOne:
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{
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// Fix the MSVC project settings for Xbox One
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PatchWindowsTargetPlatformVersion(vcxprojPath, vcxprojContents, "10.0.17763.0", "v141");
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// Build for Xbox One x64
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Deploy.VCEnvironment.BuildSolution(vsSolutionPath, configurationMsvc, "x64");
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var depsFolder = GetThirdPartyFolder(options, platform, TargetArchitecture.x64);
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foreach (var filename in binariesToCopyMsvc)
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Utilities.FileCopy(Path.Combine(root, "objs", "x64", configurationMsvc, filename), Path.Combine(depsFolder, filename));
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break;
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}
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case TargetPlatform.Linux:
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{
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var envVars = new Dictionary<string, string>
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@@ -176,6 +163,19 @@ namespace Flax.Deps.Dependencies
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break;
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}
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case TargetPlatform.XboxOne:
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{
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// Fix the MSVC project settings for Xbox One
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PatchWindowsTargetPlatformVersion(vcxprojPath, vcxprojContents, "10.0.19041.0", "v142");
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// Build for Xbox One x64
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Deploy.VCEnvironment.BuildSolution(vsSolutionPath, configurationMsvc, "x64");
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var depsFolder = GetThirdPartyFolder(options, platform, TargetArchitecture.x64);
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foreach (var filename in binariesToCopyMsvc)
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Utilities.FileCopy(Path.Combine(root, "objs", "x64", configurationMsvc, filename), Path.Combine(depsFolder, filename));
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break;
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}
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case TargetPlatform.XboxScarlett:
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{
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// Fix the MSVC project settings for Xbox Scarlett
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@@ -522,14 +522,6 @@ namespace Flax.Deps.Dependencies
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break;
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}
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case TargetPlatform.XboxOne:
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{
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ConfigureMsvc(options, "v141", "10.0.17763.0", "0x0A00", "_XBOX_ONE=1;DISABLE_JIT;WINAPI_FAMILY=WINAPI_FAMILY_PC_APP;HAVE_EXTERN_DEFINED_WINAPI_SUPPORT");
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BuildMsvc(options, platform, TargetArchitecture.x64);
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break;
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}
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case TargetPlatform.Linux:
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{
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var envVars = new Dictionary<string, string>
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@@ -586,6 +578,14 @@ namespace Flax.Deps.Dependencies
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// TODO: implement automatic extraction of the package from mono-ps4-binaries
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break;
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}
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case TargetPlatform.XboxOne:
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{
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ConfigureMsvc(options, "v142", "10.0.19041.0", "0x0A00", "_XBOX_ONE=1;DISABLE_JIT;WINAPI_FAMILY=WINAPI_FAMILY_GAMES;HAVE_EXTERN_DEFINED_WINAPI_SUPPORT;CRITICAL_SECTION_NO_DEBUG_INFO=0x01000000");
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BuildMsvc(options, platform, TargetArchitecture.x64);
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break;
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}
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case TargetPlatform.XboxScarlett:
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{
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ConfigureMsvc(options, "v142", "10.0.19041.0", "0x0A00", "_XBOX_ONE=1;DISABLE_JIT;WINAPI_FAMILY=WINAPI_FAMILY_GAMES;HAVE_EXTERN_DEFINED_WINAPI_SUPPORT;CRITICAL_SECTION_NO_DEBUG_INFO=0x01000000");
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@@ -106,19 +106,6 @@ namespace Flax.Deps.Dependencies
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break;
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}
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case TargetPlatform.XboxOne:
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{
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// Fix the MSVC project settings for Xbox One
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PatchWindowsTargetPlatformVersion(vcxprojPath, vcxprojContents, "10.0.17763.0", "v141");
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// Build for Xbox One x64
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Deploy.VCEnvironment.BuildSolution(vsSolutionPath, configuration, "x64");
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var depsFolder = GetThirdPartyFolder(options, platform, TargetArchitecture.x64);
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foreach (var file in binariesToCopyMsvc)
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Utilities.FileCopy(Path.Combine(root, "win32", "VS2015", "x64", configuration, file), Path.Combine(depsFolder, file));
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break;
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}
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case TargetPlatform.Linux:
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{
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var envVars = new Dictionary<string, string>
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@@ -156,6 +143,19 @@ namespace Flax.Deps.Dependencies
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break;
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}
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case TargetPlatform.XboxOne:
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{
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// Fix the MSVC project settings for Xbox Scarlett
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PatchWindowsTargetPlatformVersion(vcxprojPath, vcxprojContents, "10.0.19041.0", "v142");
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// Build for Xbox Scarlett x64
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Deploy.VCEnvironment.BuildSolution(vsSolutionPath, configuration, "x64");
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var depsFolder = GetThirdPartyFolder(options, platform, TargetArchitecture.x64);
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foreach (var file in binariesToCopyMsvc)
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Utilities.FileCopy(Path.Combine(root, "win32", "VS2015", "x64", configuration, file), Path.Combine(depsFolder, file));
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break;
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}
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case TargetPlatform.XboxScarlett:
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{
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// Fix the MSVC project settings for Xbox Scarlett
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@@ -147,13 +147,6 @@ namespace Flax.Deps.Dependencies
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default: throw new InvalidArchitectureException(architecture);
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}
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break;
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case TargetPlatform.XboxOne:
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buildDir = Path.Combine(rootMsvcLib, "win32", "VS2010");
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binariesToCopy = binariesToCopyWindows;
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vcxprojPaths = vcxprojPathsWindows;
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buildPlatform = "x64";
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PatchWindowsTargetPlatformVersion("10.0.17763.0", "v141");
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break;
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case TargetPlatform.UWP:
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buildDir = Path.Combine(rootMsvcLib, "win32", "VS2010");
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@@ -193,6 +186,13 @@ namespace Flax.Deps.Dependencies
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Path.Combine(GetBinariesFolder(options, platform), "Data", "ogg", "ogg", "config_types.h"),
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Path.Combine(root, "libogg", "include", "ogg", "config_types.h"));
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break;
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case TargetPlatform.XboxOne:
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buildDir = Path.Combine(rootMsvcLib, "win32", "VS2010");
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binariesToCopy = binariesToCopyWindows;
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vcxprojPaths = vcxprojPathsWindows;
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buildPlatform = "x64";
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PatchWindowsTargetPlatformVersion("10.0.19041.0", "v142");
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break;
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case TargetPlatform.XboxScarlett:
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buildDir = Path.Combine(rootMsvcLib, "win32", "VS2010");
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binariesToCopy = binariesToCopyWindows;
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@@ -142,6 +142,7 @@
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<Compile Include="Platforms\UWP\*.cs" />
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<Compile Include="Platforms\Windows\*.cs" />
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<Compile Include="Platforms\XboxOne\*.cs" />
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<Compile Include="..\..\Platforms\XboxOne\Flax.Build\*.cs" />
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<Compile Include="..\..\Platforms\XboxScarlett\Flax.Build\*.cs" />
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<Compile Include="..\..\Platforms\Switch\Flax.Build\*.cs" />
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<Compile Include="Projects\IProjectCustomizer.cs" />
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@@ -56,10 +56,10 @@ namespace Flax.Build.Platforms
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switch (platform)
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{
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case TargetPlatform.Windows: return GetSDKs().Count != 0;
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case TargetPlatform.XboxOne:
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case TargetPlatform.UWP: return GetSDKs().FirstOrDefault(x => x.Key != WindowsPlatformSDK.v8_1).Value != null;
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case TargetPlatform.PS4: return Sdk.HasValid("PS4Sdk");
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case TargetPlatform.XboxScarlett: return GetSDKs().ContainsKey(WindowsPlatformSDK.v10_0_19041_0) && Sdk.HasValid("GDK");
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case TargetPlatform.XboxOne:
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case TargetPlatform.XboxScarlett: return GetSDKs().ContainsKey(WindowsPlatformSDK.v10_0_19041_0) && Sdk.HasValid("GDK");
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case TargetPlatform.Android: return AndroidSdk.Instance.IsValid && AndroidNdk.Instance.IsValid;
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case TargetPlatform.Switch: return Sdk.HasValid("SwitchSdk");
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default: return false;
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@@ -1,39 +0,0 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using Flax.Build.Projects;
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namespace Flax.Build.Platforms
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{
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/// <summary>
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/// The Xbox One platform implementation.
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/// </summary>
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/// <seealso cref="Platform" />
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/// <seealso cref="UWPPlatform" />
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public sealed class XboxOnePlatform : UWPPlatform, IProjectCustomizer
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{
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/// <inheritdoc />
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public override TargetPlatform Target => TargetPlatform.XboxOne;
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/// <inheritdoc />
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public override bool HasSharedLibrarySupport => false;
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/// <summary>
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/// Initializes a new instance of the <see cref="XboxOnePlatform"/> class.
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/// </summary>
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public XboxOnePlatform()
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{
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}
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/// <inheritdoc />
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protected override Toolchain CreateToolchain(TargetArchitecture architecture)
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{
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return new XboxOneToolchain(this, architecture);
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}
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/// <inheritdoc />
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void IProjectCustomizer.GetSolutionArchitectureName(TargetArchitecture architecture, ref string name)
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{
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name = "XboxOne";
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}
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}
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}
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@@ -1,36 +0,0 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using Flax.Build.NativeCpp;
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namespace Flax.Build.Platforms
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{
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/// <summary>
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/// The Xbox One toolchain implementation.
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/// </summary>
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/// <seealso cref="Toolchain" />
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/// <seealso cref="Flax.Build.Platforms.WindowsToolchainBase" />
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public sealed class XboxOneToolchain : UWPToolchain
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{
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/// <summary>
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/// Initializes a new instance of the <see cref="XboxOneToolchain"/> class.
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/// </summary>
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/// <param name="platform">The platform.</param>
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/// <param name="architecture">The target architecture.</param>
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public XboxOneToolchain(XboxOnePlatform platform, TargetArchitecture architecture)
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: base(platform, architecture)
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{
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}
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/// <inheritdoc />
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public override void SetupEnvironment(BuildOptions options)
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{
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base.SetupEnvironment(options);
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options.CompileEnv.PreprocessorDefinitions.Add("PLATFORM_XBOX_ONE");
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//options.CompileEnv.PreprocessorDefinitions.Add("_XBOX_ONE");
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options.CompileEnv.PreprocessorDefinitions.Add("PX_FOUNDATION_DLL=0"); // TODO: let Physics module decide about PhysX deploy mode
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options.CompileEnv.PreprocessorDefinitions.Add("WINAPI_FAMILY=WINAPI_FAMILY_PC_APP");
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options.CompileEnv.PreprocessorDefinitions.Add("_WINRT_DLL");
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}
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}
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}
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