From 0aa440a22ab18bc4a9077fcf17966ed4949d684b Mon Sep 17 00:00:00 2001 From: Tim Foley Date: Mon, 25 Sep 2017 09:35:34 -0700 Subject: 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. --- tools/render-test/slang-support.cpp | 11 +---------- 1 file changed, 1 insertion(+), 10 deletions(-) (limited to 'tools/render-test/slang-support.cpp') 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 #include 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 -- cgit v1.2.3