reactos/dll/opengl/opengl32/opengl32.dsp
2013-06-16 22:01:41 +00:00

181 lines
5.3 KiB
Text

# Microsoft Developer Studio Project File - Name="opengl32" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=opengl32 - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "opengl32.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "opengl32.mak" CFG="opengl32 - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "opengl32 - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "opengl32 - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "opengl32 - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPENGL32_EXPORTS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPENGL32_EXPORTS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
!ELSEIF "$(CFG)" == "opengl32 - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPENGL32_EXPORTS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPENGL32_EXPORTS" /YX /FD /TP /GZ /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 gdi32.lib advapi32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "opengl32 - Win32 Release"
# Name "opengl32 - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=.\gl.c
# End Source File
# Begin Source File
SOURCE=.\opengl32.c
# End Source File
# Begin Source File
SOURCE=.\tebimports.asm
!IF "$(CFG)" == "opengl32 - Win32 Release"
# Begin Custom Build - Compiling $(InputPath)
IntDir=.\Release
InputPath=.\tebimports.asm
InputName=tebimports
"$(IntDir)/$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
nasmw.exe -f win32 $(InputPath) -o "$(IntDir)/$(InputName).obj"
# End Custom Build
!ELSEIF "$(CFG)" == "opengl32 - Win32 Debug"
# Begin Custom Build - Compiling $(InputPath)
IntDir=.\Debug
InputPath=.\tebimports.asm
InputName=tebimports
"$(IntDir)/$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
nasmw.exe -f win32 -d win32 $(InputPath) -o "$(IntDir)/$(InputName).obj"
# End Custom Build
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\wgl.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=.\glfuncs.h
# End Source File
# Begin Source File
SOURCE=.\icdlist.h
# End Source File
# Begin Source File
SOURCE=.\icdtable.h
# End Source File
# Begin Source File
SOURCE=.\opengl32.def
# End Source File
# Begin Source File
SOURCE=.\opengl32.h
# End Source File
# Begin Source File
SOURCE=.\slowlist.h
# End Source File
# Begin Source File
SOURCE=.\teb.h
# End Source File
# Begin Source File
SOURCE=.\teblist.h
# End Source File
# Begin Source File
SOURCE=.\teblist.mac
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project