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Usage of two unused render states for special game scenarios (force material hash and texture categories) #680

Usage of two unused render states for special game scenarios (force material hash and texture categories)

Usage of two unused render states for special game scenarios (force material hash and texture categories) #680

Workflow file for this run

name: Build
on:
push:
branches: [ main, 'release/**' ]
pull_request:
branches: [ main, 'release/**' ]
jobs:
build-windows:
runs-on: windows-2022
strategy:
matrix:
include:
- build-flavour: debug
output-subdir: _Comp64Debug
- build-flavour: debugoptimized
output-subdir: _Comp64DebugOptimized
- build-flavour: release
output-subdir: _Comp64Release
steps:
- name: Setup variables
uses: actions/github-script@v7
with:
script: core.exportVariable('GITHUB_SHA_SHORT', context.sha.substring(0, 7))
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup Meson
run: pip install meson==0.62.1
- name: Build
shell: pwsh
run: |
Set-ExecutionPolicy -ExecutionPolicy RemoteSigned -Scope Process
. .\build_common.ps1
PerformBuild -BuildFlavour ${{matrix.build-flavour}} -BuildSubDir ${{matrix.output-subdir}} -Backend ninja -EnableTracy false copy_output
- name: Copy readme
run: copy artifacts_readme.txt _output
- name: Upload binaries
uses: actions/upload-artifact@v4
with:
name: dxvk-remix-${{env.GITHUB_SHA_SHORT}}-${{github.run_number}}-${{matrix.build-flavour}}
path: |
_output\*.dll
_output\*.pdb
_output\*.txt
_output\usd\*