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    <ResourceCompile Include="data\renderdoc.rc" />
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  <ItemGroup>
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  <!-- try to bake shaders needed in DXIL now, in case we won't be able to find a dxc at runtime -->
  <UsingTask TaskName="GetDXCExecutable" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
    <ParameterGroup>
      <DXC ParameterType="System.String" Required="False" Output="True" />
      <SDKPath ParameterType="System.String" Required="True" Output="False" />
    </ParameterGroup>
    <Task>
      <Code Type="Class" Language="cs">
using System;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;

namespace DXCEnumerateAndCheck {
  public class GetDXCExecutable : Microsoft.Build.Utilities.Task {
    public override bool Execute() {
      string[] dirs = System.IO.Directory.GetDirectories(SDKPath, "10.*");
      // sort and reverse so we try from latest to oldest
      System.Array.Sort(dirs);
      System.Array.Reverse(dirs);

      // look for the latest dxc.exe available that works
      foreach(string path in dirs)
      {
        string dxcCheck = System.IO.Path.Combine(path, "x64", "dxc.exe");
        if(System.IO.File.Exists(dxcCheck))
        {
          // check that dxc.exe is runnable, some dxc.exe are broken
          try
          {
            ProcessStartInfo psi = new ProcessStartInfo();
            psi.UseShellExecute = false;
            psi.FileName = dxcCheck;
            psi.CreateNoWindow = true;
            Process.Start(psi);
            DXC = dxcCheck;
            return true;
          }
          catch(Exception ex)
          {
            // keep going, maybe we'll find one that works
          }
        }
      }
      // always succeed even if we don't find dxc
      return true;
    }

    [Microsoft.Build.Framework.Required] public string SDKPath { get; set; }
    [Microsoft.Build.Framework.Output] public string DXC { get; set; }
  }
}
      </Code>
    </Task>
  </UsingTask>
  
  <Target Name="_findDXC" BeforeTargets="PrepareForBuild">
    <GetDXCExecutable SDKPath="$(Registry:HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft SDKs\Windows\v10.0@InstallationFolder)bin" ContinueOnError="WarnAndContinue">
      <Output TaskParameter="DXC" PropertyName="DXCExecutable" />
    </GetDXCExecutable>

    <Message Condition="$(DXCExecutable.Length) == 0" Importance="high" Text="Can't build DXIL shaders without DXC. Install windows 10 SDK to bake DXIL shaders." />

    <PropertyGroup>
      <DXILBakedDir>$(IntDir)</DXILBakedDir>
      <DXILBakedDirParam>$(DXILBakedDir.Replace('\', '/'))</DXILBakedDirParam>
    </PropertyGroup>

    <ItemGroup Condition="$(DXCExecutable.Length) &gt; 0">
      <ResourceCompile>
        <PreprocessorDefinitions>RENDERDOC_BAKED_DXC_SHADERS=1;RENDERDOC_BAKED_PATH="$(DXILBakedDirParam)";%(PreprocessorDefinitions)</PreprocessorDefinitions>
      </ResourceCompile>
    </ItemGroup>
  </Target>

  <Target Name="_bakeShaders" BeforeTargets="PrepareForBuild" Condition="$(DXCExecutable.Length) &gt; 0" Inputs="data\hlsl\fixedcol.hlsl;data\hlsl\quadoverdraw.hlsl" Outputs="$(DXILBakedDir)\fixedcol_0.dxbc;$(DXILBakedDir)\fixedcol_1.dxbc;$(DXILBakedDir)\fixedcol_2.dxbc;$(DXILBakedDir)\fixedcol_3.dxbc;$(DXILBakedDir)\quadwrite.dxbc">

    <Message Text="Baking DXIL Shaders with $(DXCExecutable)" Importance="High" />

    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=0 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_0.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=1 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_1.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=2 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_2.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=3 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_3.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\quadoverdraw.hlsl&quot; -T ps_6_0 -E RENDERDOC_QuadOverdrawPS -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)quadwrite.dxbc&quot;"/>
  </Target>

  <ItemGroup><commit_msg>Add <MakeDir> before invoking dxc<commit_after>﻿<?xml version="1.0" encoding="utf-8"?>
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    </ClCompile>
    <ClCompile Include="android\android.cpp" />
    <ClCompile Include="android\android_manifest.cpp" />
    <ClCompile Include="android\android_patch.cpp" />
    <ClCompile Include="android\android_tools.cpp" />
    <ClCompile Include="android\android_utils.cpp" />
    <ClCompile Include="android\jdwp.cpp" />
    <ClCompile Include="android\jdwp_connection.cpp" />
    <ClCompile Include="android\jdwp_util.cpp" />
    <ClCompile Include="common\common.cpp" />
    <ClCompile Include="common\dds_readwrite.cpp" />
    <ClCompile Include="common\threading_tests.cpp" />
    <ClCompile Include="core\bit_flag_iterator_tests.cpp" />
    <ClCompile Include="core\settings.cpp" />
    <ClCompile Include="core\core.cpp" />
    <ClCompile Include="core\image_viewer.cpp" />
    <ClCompile Include="core\intervals_tests.cpp" />
    <ClCompile Include="core\plugins.cpp" />
    <ClCompile Include="core\precompiled.cpp">
      <PrecompiledHeader>Create</PrecompiledHeader>
    </ClCompile>
    <ClCompile Include="core\target_control.cpp" />
    <ClCompile Include="core\remote_server.cpp" />
    <ClCompile Include="core\replay_proxy.cpp" />
    <ClCompile Include="core\resource_manager.cpp" />
    <ClCompile Include="data\glsl_shaders.cpp" />
    <ClCompile Include="hooks\hooks.cpp" />
    <ClCompile Include="maths\camera.cpp" />
    <ClCompile Include="maths\formatpacking.cpp" />
    <ClCompile Include="maths\matrix.cpp" />
    <ClCompile Include="maths\vec.cpp" />
    <ClCompile Include="os\os_specific.cpp" />
    <ClCompile Include="os\posix\android\android_callstack.cpp">
      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
    <ClCompile Include="os\posix\android\android_hook.cpp">
      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
    <ClCompile Include="os\posix\android\android_network.cpp">
      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
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    </ClCompile>
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    </ClCompile>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
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      <ExcludedFromBuild>true</ExcludedFromBuild>
    </ClCompile>
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  <ItemGroup>
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  </ItemGroup>
  <ItemGroup>
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    <None Include="api\replay\renderdoc_tostr.inl" />
    <None Include="data\glsl\array2ms.comp" />
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    <None Include="data\glsl\fixedcol.frag" />
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    <None Include="data\glsl\mesh.frag" />
    <None Include="data\glsl\mesh.geom" />
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    <None Include="data\hlsl\text.hlsl" />
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  </ItemGroup>

  <!-- try to bake shaders needed in DXIL now, in case we won't be able to find a dxc at runtime -->
  <UsingTask TaskName="GetDXCExecutable" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
    <ParameterGroup>
      <DXC ParameterType="System.String" Required="False" Output="True" />
      <SDKPath ParameterType="System.String" Required="True" Output="False" />
    </ParameterGroup>
    <Task>
      <Code Type="Class" Language="cs">
using System;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;

namespace DXCEnumerateAndCheck {
  public class GetDXCExecutable : Microsoft.Build.Utilities.Task {
    public override bool Execute() {
      string[] dirs = System.IO.Directory.GetDirectories(SDKPath, "10.*");
      // sort and reverse so we try from latest to oldest
      System.Array.Sort(dirs);
      System.Array.Reverse(dirs);

      // look for the latest dxc.exe available that works
      foreach(string path in dirs)
      {
        string dxcCheck = System.IO.Path.Combine(path, "x64", "dxc.exe");
        if(System.IO.File.Exists(dxcCheck))
        {
          // check that dxc.exe is runnable, some dxc.exe are broken
          try
          {
            ProcessStartInfo psi = new ProcessStartInfo();
            psi.UseShellExecute = false;
            psi.FileName = dxcCheck;
            psi.CreateNoWindow = true;
            Process.Start(psi);
            DXC = dxcCheck;
            return true;
          }
          catch(Exception ex)
          {
            // keep going, maybe we'll find one that works
          }
        }
      }
      // always succeed even if we don't find dxc
      return true;
    }

    [Microsoft.Build.Framework.Required] public string SDKPath { get; set; }
    [Microsoft.Build.Framework.Output] public string DXC { get; set; }
  }
}
      </Code>
    </Task>
  </UsingTask>
  
  <Target Name="_findDXC" BeforeTargets="PrepareForBuild">
    <GetDXCExecutable SDKPath="$(Registry:HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft SDKs\Windows\v10.0@InstallationFolder)bin" ContinueOnError="WarnAndContinue">
      <Output TaskParameter="DXC" PropertyName="DXCExecutable" />
    </GetDXCExecutable>

    <Message Condition="$(DXCExecutable.Length) == 0" Importance="high" Text="Can't build DXIL shaders without DXC. Install windows 10 SDK to bake DXIL shaders." />

    <PropertyGroup>
      <DXILBakedDir>$(IntDir)</DXILBakedDir>
      <DXILBakedDirParam>$(DXILBakedDir.Replace('\', '/'))</DXILBakedDirParam>
    </PropertyGroup>

    <ItemGroup Condition="$(DXCExecutable.Length) &gt; 0">
      <ResourceCompile>
        <PreprocessorDefinitions>RENDERDOC_BAKED_DXC_SHADERS=1;RENDERDOC_BAKED_PATH="$(DXILBakedDirParam)";%(PreprocessorDefinitions)</PreprocessorDefinitions>
      </ResourceCompile>
    </ItemGroup>
  </Target>

  <Target Name="_bakeShaders" BeforeTargets="PrepareForBuild" Condition="$(DXCExecutable.Length) &gt; 0" Inputs="data\hlsl\fixedcol.hlsl;data\hlsl\quadoverdraw.hlsl" Outputs="$(DXILBakedDir)\fixedcol_0.dxbc;$(DXILBakedDir)\fixedcol_1.dxbc;$(DXILBakedDir)\fixedcol_2.dxbc;$(DXILBakedDir)\fixedcol_3.dxbc;$(DXILBakedDir)\quadwrite.dxbc">

    <Message Text="Baking DXIL Shaders with $(DXCExecutable)" Importance="High" />

    <MakeDir Directories="$(DXILBakedDir)"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=0 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_0.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=1 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_1.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=2 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_2.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\fixedcol.hlsl&quot; -T ps_6_0 -DVARIANT=3 -E main -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)fixedcol_3.dxbc&quot;"/>
    <Exec Command="&quot;$(DXCExecutable)&quot; &quot;$(ProjectDir)data\hlsl\quadoverdraw.hlsl&quot; -T ps_6_0 -E RENDERDOC_QuadOverdrawPS -Qstrip_reflect -Qstrip_debug -Fo &quot;$(DXILBakedDir)quadwrite.dxbc&quot;"/>
  </Target>

  <ItemGroup>
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