f2069e8af9
Explain disabling USE_SLANG in how2compile.txt
42 lines
2.0 KiB
Plaintext
42 lines
2.0 KiB
Plaintext
Various software and tools are required to compile Snes9x on Windows:
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NOTE: Unicode support requires a special zlib build - see the end of the zlib entry
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- The current official binary is compiled with Visual Studio 2017, you'll have to create
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your own project file for earlier MSVC versions. VS2017 will automatically ask to install
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the correct Windows SDK Version (7.1A)
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- A recent DirectX SDK..
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https://www.microsoft.com/en-us/download/details.aspx?id=23549
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- The following modules can all be downloaded automatically by using:
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git submodule update --init
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in the cloned Snes9x git directory, or by using git GUI tools to do the same.
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This is the recommended method of installing these dependencies.
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* DirectXMath. The source files should reside in win32/DirectXMath
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* zlib (optional, ZLIB define, enabled by default) - the default solution includes a zlib
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project that builds appropriately (force includes _tfwopen.h for unicode support in s9x).
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The zlib source files should reside in win32/zlib/src
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* libpng (optional, HAVE_LIBPNG define, enabled by default) - the default solution includes
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a libpng project that builds appropriately.
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The libpng source files should reside in win32/libpng/src
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* glslang and SPIRV-Cross (optional, USE_SLANG define, enabled by default)
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These are needed to build support for .slang shaders. The default solution includes
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a series of projects encompassing glslang that build appropriately.
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The glslang source files should reside in win32/glslang/src
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The SPIRV-Cross source files should be placed in shaders/SPIRV-Cross
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If wish to compile without USE_SLANG, you must remove the files named
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spirv_*.cpp from the Visual Studio project's Shaders group.
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- To compile Snes9x:
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Start up VS2017.
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Load the Snes9x solution.
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Select the desired configuration and build.
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The Release configuration may build significantly slower than Debug.
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Then you can run it.
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