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authorBrad King <brad.king@kitware.com>2014-12-03 14:32:38 (GMT)
committerBrad King <brad.king@kitware.com>2014-12-03 14:32:38 (GMT)
commit7c28e7c17205983ef16d72d4ad6f65649355e805 (patch)
treeccd521d33c8e0c30980d4f730e3fc01448966c9d /Help/release
parent0e7c7bd3df17610795f8fc968370e883b87e50cf (diff)
parent2a224b4ce3fcc3c25bb3f56cf50806ae79262fc2 (diff)
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Merge branch 'vs-hlsl-settings' into release
Diffstat (limited to 'Help/release')
-rw-r--r--Help/release/3.1.0.rst6
1 files changed, 4 insertions, 2 deletions
diff --git a/Help/release/3.1.0.rst b/Help/release/3.1.0.rst
index e85bd4a..1ffc5b5 100644
--- a/Help/release/3.1.0.rst
+++ b/Help/release/3.1.0.rst
@@ -313,8 +313,10 @@ Other
* The Visual Studio generators learned to treat ``.hlsl`` source
files as High Level Shading Language sources (using ``FXCompile``
- in ``.vcxproj`` files). A :prop_sf:`VS_SHADER_TYPE` source file
- property was added to specify the Shader Type.
+ in ``.vcxproj`` files). Source file properties
+ :prop_sf:`VS_SHADER_TYPE`, :prop_sf:`VS_SHADER_MODEL`, and
+ :prop_sf:`VS_SHADER_ENTRYPOINT` were added added to specify the
+ shader type, model, and entry point name.
New Diagnostics
===============