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prep: build for low settings
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.github/workflows/msbuild.yml

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# This workflow uses actions that are not certified by GitHub.
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# They are provided by a third-party and are governed by
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# separate terms of service, privacy policy, and support
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# documentation.
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name: MSBuild
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on:
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branches: [ "main" ]
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env:
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# Path to the solution file relative to the root of the project.
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SOLUTION_FILE_PATH: .
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# Configuration type to build.
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# You can convert this to a build matrix if you need coverage of multiple configuration types.
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# https://docs.github.com/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
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BUILD_CONFIGURATION: Release
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permissions:
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contents: read
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jobs:
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build:
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runs-on: windows-latest
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strategy:
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matrix:
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configuration: [Release, ReleaseLowSettings]
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steps:
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- uses: actions/checkout@v3
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with:
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- name: Build
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working-directory: ${{env.GITHUB_WORKSPACE}}
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# Add additional options to the MSBuild command line here (like platform or verbosity level).
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# See https://docs.microsoft.com/visualstudio/msbuild/msbuild-command-line-reference
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run: msbuild /m /p:Configuration=${{env.BUILD_CONFIGURATION}} ${{env.SOLUTION_FILE_PATH}}
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run: msbuild /m /p:Configuration=${{ matrix.configuration }} /p:Platform=x64 ${{ env.SOLUTION_FILE_PATH }}
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- name: Upload a Build Artifact
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uses: actions/upload-artifact@v4
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with:
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name: dll
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name: ${{ matrix.configuration }}.dll
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retention-days: 90
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path: D:\a\D-fix\D-fix\x64\Release\d3d11.dll
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path: .\x64\${{ matrix.configuration }}\d3d11.dll

README.md

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@@ -11,4 +11,4 @@ The game has a particle bug on the AMD CPU after the 64-bit release. This fork f
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* Added Simplified Volume Tex with little differences on color (ex. ML tornado)
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## Note
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Simplified in this context is less instruction count and hopefully less GPU usage.
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Simplified in this context is hopefully less instruction count/ISA and GPU usage.

atelier-sync-fix.sln

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@@ -9,12 +9,15 @@ Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Release|x64 = Release|x64
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ReleaseLowSettings|x64 = ReleaseLowSettings|x64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{CE4B1C78-E0CD-4DE8-80F9-58929657E541}.Debug|x64.ActiveCfg = Debug|x64
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{CE4B1C78-E0CD-4DE8-80F9-58929657E541}.Debug|x64.Build.0 = Debug|x64
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{CE4B1C78-E0CD-4DE8-80F9-58929657E541}.Release|x64.ActiveCfg = Release|x64
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{CE4B1C78-E0CD-4DE8-80F9-58929657E541}.Release|x64.Build.0 = Release|x64
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{CE4B1C78-E0CD-4DE8-80F9-58929657E541}.ReleaseLowSettings|x64.ActiveCfg = ReleaseLowSettings|x64
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{CE4B1C78-E0CD-4DE8-80F9-58929657E541}.ReleaseLowSettings|x64.Build.0 = ReleaseLowSettings|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE

atelier-sync-fix.vcxproj

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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="ReleaseLowSettings|x64">
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<Configuration>ReleaseLowSettings</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='ReleaseLowSettings|x64'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='ReleaseLowSettings|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup>
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<TargetName>d3d11</TargetName>
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='ReleaseLowSettings|x64'">
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<ClCompile>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NDEBUG;RELEASELOW;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
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</ClCompile>
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<Link>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="impl.h" />
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<ClInclude Include="log.h" />

impl.cpp

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@@ -105,7 +105,11 @@ HRESULT STDMETHODCALLTYPE ID3D11Device_CreateVertexShader(
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} else if (mask4) {
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return procs->CreateVertexShader(pDevice, SIMPLIFIED_VS_GRASS_SHADER, sizeof(SIMPLIFIED_VS_GRASS_SHADER), pClassLinkage, ppVertexShader);
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} else if (mask5) {
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#ifndef RELEASELOW
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return procs->CreateVertexShader(pDevice, FIXED_PLAYER_SHADOW_SHADER, sizeof(FIXED_PLAYER_SHADOW_SHADER), pClassLinkage, ppVertexShader);
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#else
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return procs->CreateVertexShader(pDevice, FIXED_PLAYER_SHADOW_SHADER, sizeof(FIXED_PLAYER_SHADOW_SHADER), pClassLinkage, ppVertexShader);
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#endif
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} else if (mask6) {
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return procs->CreateVertexShader(pDevice, FIXED_PROP_SHADOW_SHADER, sizeof(FIXED_PROP_SHADOW_SHADER), pClassLinkage, ppVertexShader);
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}

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