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4 changes: 2 additions & 2 deletions .claude/CLAUDE.md
Original file line number Diff line number Diff line change
Expand Up @@ -102,10 +102,10 @@ cmake --build ./build/ALL --target prepare_shaders

# Fast shader-only deployment (no DLL build, no tests - for dev iteration)
# See docs/development/shader-workflow.md for details
cmake --build ./build/ALL-WITH-AUTO-DEPLOYMENT --target COPY_SHADERS
cmake --build ./build/ALL --target COPY_SHADERS

# Full deployment with DLL build and tests
cmake --build ./build/ALL-WITH-AUTO-DEPLOYMENT --target DEPLOY_ALL
cmake --build ./build/ALL --target DEPLOY_ALL

# Create AIO zip package (when AIO_ZIP_TO_DIST=ON)
cmake --build ./build/ALL --target AIO_ZIP_PACKAGE
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2 changes: 1 addition & 1 deletion .github/copilot-instructions.md
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Expand Up @@ -101,7 +101,7 @@ globals::d3d::* // DirectX 11 device/context access
```bash
# Fast shader deployment (dev iteration - no DLL build)
# See docs/development/shader-workflow.md and docs/development/vscode-setup.md
cmake --build ./build/ALL-WITH-AUTO-DEPLOYMENT --target COPY_SHADERS
cmake --build ./build/ALL --target COPY_SHADERS

# Shader validation (targeted testing recommended during development)
cmake --build ./build/ALL --target prepare_shaders
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2 changes: 1 addition & 1 deletion BuildRelease.bat
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Expand Up @@ -7,7 +7,7 @@ if NOT "%1" == "" (

echo Running preset %preset%

cmake -S . --preset=%preset% --check-stamp-file "build\%preset%\CMakeFiles\generate.stamp"
cmake -S . --preset=%preset%
if %ERRORLEVEL% NEQ 0 exit 1
cmake --build --preset=%preset%
if %ERRORLEVEL% NEQ 0 exit 1
1 change: 1 addition & 0 deletions CMakeUserPresets.json.template
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
"configurePresets": [
{
"name": "ALL-WITH-AUTO-DEPLOYMENT",
"binaryDir": "${sourceDir}/build/ALL",
"cacheVariables": {
"AUTO_PLUGIN_DEPLOYMENT": "ON"
},
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2 changes: 1 addition & 1 deletion docs/development/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@

### Common Tasks

- **Fast shader deployment:** `cmake --build build/ALL-WITH-AUTO-DEPLOYMENT --target COPY_SHADERS`
- **Fast shader deployment:** `cmake --build build/ALL --target COPY_SHADERS`
- **Full build with deployment:** `.\BuildRelease.bat ALL-WITH-AUTO-DEPLOYMENT`
- **Run tests:** `cmake --build build/ALL --target run_shader_tests`

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8 changes: 4 additions & 4 deletions docs/development/shader-workflow.md
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Expand Up @@ -4,10 +4,10 @@

```bash
# Fast shader-only deployment (recommended for dev iteration)
cmake --build build/ALL-WITH-AUTO-DEPLOYMENT --target COPY_SHADERS
cmake --build build/ALL --target COPY_SHADERS

# Full deployment (DLL + tests + shaders)
cmake --build build/ALL-WITH-AUTO-DEPLOYMENT --target DEPLOY_ALL
cmake --build build/ALL --target DEPLOY_ALL
```

## Overview
Expand All @@ -28,12 +28,12 @@ Two deployment targets for different workflows:

```bash
# Fast iteration: Only copy changed shaders to game directory
cmake --build build/ALL-WITH-AUTO-DEPLOYMENT --target COPY_SHADERS
cmake --build build/ALL --target COPY_SHADERS

# Or in Visual Studio: Right-click "COPY_SHADERS" target -> Build

# Full deployment (same as running cmake --build with no target):
cmake --build build/ALL-WITH-AUTO-DEPLOYMENT --target DEPLOY_ALL
cmake --build build/ALL --target DEPLOY_ALL
```

#### Automatic (VSCode)
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2 changes: 1 addition & 1 deletion docs/development/vscode-setup.md
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Expand Up @@ -37,7 +37,7 @@ Automatically deploy shaders when you save `.hlsl` or `.hlsli` files.
"match": "\\.(hlsl|hlsli)$",
"notMatch": "[\\\\\\/](build|extern|dist|Tests)[\\\\\\/]",
"isAsync": true,
"cmd": "cmake --build ${workspaceFolder}/build/ALL-WITH-AUTO-DEPLOYMENT --target COPY_SHADERS",
"cmd": "cmake --build ${workspaceFolder}/build/ALL --target COPY_SHADERS",
"runIn": "terminal",
"runningStatusMessage": "Deploying shaders...",
"finishStatusMessage": "Shaders deployed!"
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