diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-09-25 09:35:34 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-09-25 09:35:34 -0700 |
| commit | 0aa440a22ab18bc4a9077fcf17966ed4949d684b (patch) | |
| tree | bcc781497b36664cbebe10d91f888be674c82f8b | |
| parent | 4ea0c261bb73433995951d332b1c0039eb3ee472 (diff) | |
Fixup: deal with hitting `.obj` size limits for VS
When using the lumped/"unity" build approach for Slang, the resulting `.obj` files run into number-of-sections limits in the VS linker. For now I'm using the `/bigobj` command-line flag to work around this for the `hello` example, just so I can be sure the lumped build still works, but longer term it seems like we need to just drop that approach anyway.
The `render-test` application was switched to link against `slang.dll` since there is no reason to have multiple apps use the lumped approach.
| -rw-r--r-- | examples/hello/hello.vcxproj | 4 | ||||
| -rw-r--r-- | tools/render-test/render-test.vcxproj | 5 | ||||
| -rw-r--r-- | tools/render-test/slang-support.cpp | 11 |
3 files changed, 10 insertions, 10 deletions
diff --git a/examples/hello/hello.vcxproj b/examples/hello/hello.vcxproj index 365d74164..635cf985a 100644 --- a/examples/hello/hello.vcxproj +++ b/examples/hello/hello.vcxproj @@ -96,6 +96,7 @@ <WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> + <AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions> </ClCompile> <Link> <SubSystem>Windows</SubSystem> @@ -109,6 +110,7 @@ <WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization> <PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> + <AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions> </ClCompile> <Link> <SubSystem>Windows</SubSystem> @@ -124,6 +126,7 @@ <FunctionLevelLinking>true</FunctionLevelLinking> <IntrinsicFunctions>true</IntrinsicFunctions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> + <AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions> </ClCompile> <Link> <SubSystem>Windows</SubSystem> @@ -141,6 +144,7 @@ <FunctionLevelLinking>true</FunctionLevelLinking> <IntrinsicFunctions>true</IntrinsicFunctions> <PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> + <AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions> </ClCompile> <Link> <SubSystem>Windows</SubSystem> diff --git a/tools/render-test/render-test.vcxproj b/tools/render-test/render-test.vcxproj index dfe610681..94af429e8 100644 --- a/tools/render-test/render-test.vcxproj +++ b/tools/render-test/render-test.vcxproj @@ -164,6 +164,11 @@ <ClInclude Include="slang-support.h" /> <ClInclude Include="window.h" /> </ItemGroup> + <ItemGroup> + <ProjectReference Include="..\..\source\slang\slang.vcxproj"> + <Project>{db00da62-0533-4afd-b59f-a67d5b3a0808}</Project> + </ProjectReference> + </ItemGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <ImportGroup Label="ExtensionTargets"> </ImportGroup> diff --git a/tools/render-test/slang-support.cpp b/tools/render-test/slang-support.cpp index d87f693eb..dbddd9c4f 100644 --- a/tools/render-test/slang-support.cpp +++ b/tools/render-test/slang-support.cpp @@ -1,9 +1,8 @@ // slang-support.cpp -#define SLANG_INCLUDE_IMPLEMENTATION - #include "slang-support.h" +#include <assert.h> #include <stdio.h> namespace renderer_test { @@ -133,11 +132,3 @@ ShaderCompiler* createSlangShaderCompiler( } // renderer_test - -// -// In order to actually use Slang in our application, we need to link in its -// implementation. The easiest way to accomplish this is by directly inlcuding -// the (concatenated) Slang source code into our app. -// - -#include <slang.h> |
