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Build Instructions

Prerequisites

  • Visual Studio 2022 17.8+ or Visual Studio 2026 Insiders (with C++ Desktop and UWP workloads)
  • Windows App SDK 1.8
  • Windows 10 SDK (10.0.26100+)
  • PowerShell 5.1+ (for the pre-build scripts)
  • Internet access on first build (so EnsureExprTk.ps1 can download exprtk.hpp)

Build

  1. Open ShaderLab.slnx in Visual Studio.
  2. Pre-build steps run automatically on first build:
    • scripts\EnsureDevCert.ps1 — generates and installs the local F5 dev cert.
    • scripts\EnsureExprTk.ps1 — downloads exprtk.hpp (MIT) into third_party\exprtk\.
  3. NuGet packages restore automatically.
  4. Build configurations:
    • Debug | x64, Release | x64
    • Debug | ARM64, Release | ARM64
  5. Outputs (per arch):
    • x64\Debug\ShaderLabEngine\ShaderLabEngine.dll
    • x64\Debug\ShaderLab\ShaderLab.exe
    • x64\Debug\ShaderLabTests\ShaderLabTests.exe

Releases

GitHub Actions workflow .github/workflows/release.yml runs as a matrix (x64, ARM64). Just before MSBuild, the workflow injects the unsigned-namespace OID into the manifest's Publisher so that the resulting MSIX is installable via Add-AppxPackage -AllowUnsigned. The in-repo Package.appxmanifest keeps the plain CN=ShaderLab publisher so signed F5 deploys keep working.

Required Libraries (linked via vcxproj)

Library Purpose
d3d11.lib Direct3D 11 device and context
d2d1.lib Direct2D rendering and effects
dxgi.lib DXGI swap chain, HDR output queries
d3dcompiler.lib Runtime HLSL compilation (D3DCompile)
dxguid.lib DirectX GUIDs (IID_ID2D1Factory, etc.)
windowscodecs.lib WIC image loading
mfplat.lib, mfreadwrite.lib, mfuuid.lib Media Foundation video source decoding
mscms.lib ICC profile reading (Image Color Management)
windowsapp.lib Windows Graphics Capture interop (CreateDirect3D11DeviceFromDXGIDevice)


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