summaryrefslogtreecommitdiffstats
path: root/src/angle/src/common/gles_common.pri
diff options
context:
space:
mode:
authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-18 15:16:30 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-26 15:11:40 +0200
commit752497910b67b2a1a80560840ca44548d8893434 (patch)
tree541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/angle/src/common/gles_common.pri
parent7db527dbdd911c79f31425d099d1fc9c63e42453 (diff)
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows. The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software, etc. remain unchanged, with the exception of the disapperance of everything ANGLE related. CMake builds now work identically to qmake on Windows: they default to 'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified. On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by default, just like Qt 5.15. This can be changed by switching to "desktop" OpenGL, which will link to opengl32 (publicly, so other libs and applications will do so as well) and disallows using another OpenGL DLL. The "dynamic" mode is essential still because the fallback to a software rasterizer, such as the opengl32sw.dll we ship with the Qt packages, has to to work exactly like in Qt 5, the removal of ANGLE does not change this concept in any way (except of course that the middle option of using ANGLE is now gone) When it comes to the windows plugin's OpenGL blacklist feature, it works like before and accepts the ANGLE/D3D related keywords. They will then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but will show a warning). The D3D11 and DXGI configure time tests are removed: Qt 5.14 already depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally on Win32 (in QRhi's D3D11 backend). No need to test for these. [ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL builds work like before but ANGLE is no longer an option. OpenGL proper or an alternative opengl32 implementation are the two remaining options now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have no effect on Windows. Fixes: QTBUG-79103 Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/angle/src/common/gles_common.pri')
-rw-r--r--src/angle/src/common/gles_common.pri777
1 files changed, 0 insertions, 777 deletions
diff --git a/src/angle/src/common/gles_common.pri b/src/angle/src/common/gles_common.pri
deleted file mode 100644
index 70b65dd4cc..0000000000
--- a/src/angle/src/common/gles_common.pri
+++ /dev/null
@@ -1,777 +0,0 @@
-CONFIG += simd no_batch object_parallel_to_source
-include(common.pri)
-
-INCLUDEPATH += \
- $$OUT_PWD/.. \
- $$ANGLE_DIR \
- $$ANGLE_DIR/src/libANGLE
-
-# Remember to adapt src/gui/configure.* if the Direct X version changes.
-!winrt: \
- QMAKE_USE_PRIVATE += d3d9
-winrt: \
- QMAKE_USE_PRIVATE += d3dcompiler d3d11 dxgi
-
-QMAKE_USE_PRIVATE += dxguid
-
-STATICLIBS = translator preprocessor
-for(libname, STATICLIBS) {
- # Appends 'd' to the library for debug builds and builds up the fully
- # qualified path to pass to the linker.
- staticlib = $$QT_BUILD_TREE/lib/$${QMAKE_PREFIX_STATICLIB}$$qtLibraryTarget($$libname).$${QMAKE_EXTENSION_STATICLIB}
- LIBS_PRIVATE += $$staticlib
- PRE_TARGETDEPS += $$staticlib
-}
-
-DEFINES += LIBANGLE_IMPLEMENTATION LIBGLESV2_IMPLEMENTATION GL_APICALL= GL_GLEXT_PROTOTYPES= EGLAPI=
-!winrt: DEFINES += ANGLE_ENABLE_D3D9 ANGLE_SKIP_DXGI_1_2_CHECK
-
-QT_FOR_CONFIG += gui-private
-include($$OUT_PWD/../../../gui/qtgui-config.pri)
-
-qtConfig(angle_d3d11_qdtd): DEFINES += ANGLE_D3D11_QDTD_AVAILABLE
-
-HEADERS += \
- $$ANGLE_DIR/src/common/mathutil.h \
- $$ANGLE_DIR/src/common/utilities.h \
- $$ANGLE_DIR/src/common/version.h \
- $$ANGLE_DIR/src/common/MemoryBuffer.h \
- $$ANGLE_DIR/src/common/angleutils.h \
- $$ANGLE_DIR/src/common/debug.h \
- $$ANGLE_DIR/src/common/event_tracer.h \
- $$ANGLE_DIR/src/libANGLE/angletypes.h \
- $$ANGLE_DIR/src/libANGLE/AttributeMap.h \
- $$ANGLE_DIR/src/libANGLE/BinaryStream.h \
- $$ANGLE_DIR/src/libANGLE/Buffer.h \
- $$ANGLE_DIR/src/libANGLE/Caps.h \
- $$ANGLE_DIR/src/libANGLE/Compiler.h \
- $$ANGLE_DIR/src/libANGLE/Config.h \
- $$ANGLE_DIR/src/libANGLE/Constants.h \
- $$ANGLE_DIR/src/libANGLE/Context.h \
- $$ANGLE_DIR/src/libANGLE/Debug.h \
- $$ANGLE_DIR/src/libANGLE/Device.h \
- $$ANGLE_DIR/src/libANGLE/Display.h \
- $$ANGLE_DIR/src/libANGLE/Error.h \
- $$ANGLE_DIR/src/libANGLE/features.h \
- $$ANGLE_DIR/src/libANGLE/Fence.h \
- $$ANGLE_DIR/src/libANGLE/formatutils.h \
- $$ANGLE_DIR/src/libANGLE/Framebuffer.h \
- $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.h \
- $$ANGLE_DIR/src/libANGLE/HandleAllocator.h \
- $$ANGLE_DIR/src/libANGLE/ImageIndex.h \
- $$ANGLE_DIR/src/libANGLE/IndexRangeCache.h \
- $$ANGLE_DIR/src/libANGLE/Program.h \
- $$ANGLE_DIR/src/libANGLE/Query.h \
- $$ANGLE_DIR/src/libANGLE/queryconversions.h \
- $$ANGLE_DIR/src/libANGLE/RefCountObject.h \
- $$ANGLE_DIR/src/libANGLE/Renderbuffer.h \
- $$ANGLE_DIR/src/libANGLE/ResourceManager.h \
- $$ANGLE_DIR/src/libANGLE/Sampler.h \
- $$ANGLE_DIR/src/libANGLE/Shader.h \
- $$ANGLE_DIR/src/libANGLE/State.h \
- $$ANGLE_DIR/src/libANGLE/Surface.h \
- $$ANGLE_DIR/src/libANGLE/Texture.h \
- $$ANGLE_DIR/src/libANGLE/TransformFeedback.h \
- $$ANGLE_DIR/src/libANGLE/Uniform.h \
- $$ANGLE_DIR/src/libANGLE/validationEGL.h \
- $$ANGLE_DIR/src/libANGLE/validationES.h \
- $$ANGLE_DIR/src/libANGLE/validationES2.h \
- $$ANGLE_DIR/src/libANGLE/validationES3.h \
- $$ANGLE_DIR/src/libANGLE/VertexArray.h \
- $$ANGLE_DIR/src/libANGLE/VertexAttribute.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DeviceD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DisplayD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/EGLImageD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/formatutilsD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/FramebufferD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/HLSLCompiler.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ImageD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexBuffer.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexDataManager.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderbufferD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/RendererD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderTargetD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderExecutableD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/SurfaceD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/SwapChainD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureStorage.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexDataManager.h \
- $$ANGLE_DIR/src/libANGLE/renderer/BufferImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/CompilerImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/FenceNVImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/FramebufferImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/ProgramImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/QueryImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/RenderbufferImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/ShaderImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/SurfaceImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/TextureImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/TransformFeedbackImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/VertexArrayImpl.h \
- $$ANGLE_DIR/src/libANGLE/ResourceManager.h \
- $$ANGLE_DIR/src/libANGLE/Sampler.h \
- $$ANGLE_DIR/src/libANGLE/Shader.h \
- $$ANGLE_DIR/src/libANGLE/State.h \
- $$ANGLE_DIR/src/libANGLE/Texture.h \
- $$ANGLE_DIR/src/libANGLE/TransformFeedback.h \
- $$ANGLE_DIR/src/libANGLE/Uniform.h \
- $$ANGLE_DIR/src/libANGLE/validationES2.h \
- $$ANGLE_DIR/src/libANGLE/validationES3.h \
- $$ANGLE_DIR/src/libANGLE/validationES.h \
- $$ANGLE_DIR/src/libANGLE/VertexArray.h \
- $$ANGLE_DIR/src/libANGLE/VertexAttribute.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_egl.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_egl_ext.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.h \
- $$ANGLE_DIR/src/libGLESv2/global_state.h \
- $$ANGLE_DIR/src/libGLESv2/resource.h
-
-SOURCES += \
- $$ANGLE_DIR/src/common/mathutil.cpp \
- $$ANGLE_DIR/src/common/utilities.cpp \
- $$ANGLE_DIR/src/common/MemoryBuffer.cpp \
- $$ANGLE_DIR/src/common/angleutils.cpp \
- $$ANGLE_DIR/src/common/debug.cpp \
- $$ANGLE_DIR/src/common/event_tracer.cpp \
- $$ANGLE_DIR/src/common/Float16ToFloat32.cpp \
- $$ANGLE_DIR/src/common/string_utils.cpp \
- $$ANGLE_DIR/src/common/uniform_type_info_autogen.cpp \
- $$ANGLE_DIR/src/common/third_party/smhasher/src/PMurHash.cpp \
- $$ANGLE_DIR/src/common/third_party/base/anglebase/sha1.cc \
- $$ANGLE_DIR/src/image_util/copyimage.cpp \
- $$ANGLE_DIR/src/image_util/imageformats.cpp \
- $$ANGLE_DIR/src/image_util/loadimage.cpp \
- $$ANGLE_DIR/src/image_util/loadimage_etc.cpp \
- $$ANGLE_DIR/src/libANGLE/angletypes.cpp \
- $$ANGLE_DIR/src/libANGLE/AttributeMap.cpp \
- $$ANGLE_DIR/src/libANGLE/Buffer.cpp \
- $$ANGLE_DIR/src/libANGLE/Caps.cpp \
- $$ANGLE_DIR/src/libANGLE/Compiler.cpp \
- $$ANGLE_DIR/src/libANGLE/Config.cpp \
- $$ANGLE_DIR/src/libANGLE/Context.cpp \
- $$ANGLE_DIR/src/libANGLE/ContextState.cpp \
- $$ANGLE_DIR/src/libANGLE/Debug.cpp \
- $$ANGLE_DIR/src/libANGLE/Device.cpp \
- $$ANGLE_DIR/src/libANGLE/Display.cpp \
- $$ANGLE_DIR/src/libANGLE/Error.cpp \
- $$ANGLE_DIR/src/libANGLE/es3_copy_conversion_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/Fence.cpp \
- $$ANGLE_DIR/src/libANGLE/formatutils.cpp \
- $$ANGLE_DIR/src/libANGLE/format_map_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/Framebuffer.cpp \
- $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.cpp \
- $$ANGLE_DIR/src/libANGLE/HandleAllocator.cpp \
- $$ANGLE_DIR/src/libANGLE/HandleRangeAllocator.cpp \
- $$ANGLE_DIR/src/libANGLE/Image.cpp \
- $$ANGLE_DIR/src/libANGLE/ImageIndex.cpp \
- $$ANGLE_DIR/src/libANGLE/IndexRangeCache.cpp \
- $$ANGLE_DIR/src/libANGLE/LoggingAnnotator.cpp \
- $$ANGLE_DIR/src/libANGLE/MemoryProgramCache.cpp \
- $$ANGLE_DIR/src/libANGLE/PackedGLEnums_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/params.cpp \
- $$ANGLE_DIR/src/libANGLE/Path.cpp \
- $$ANGLE_DIR/src/libANGLE/Platform.cpp \
- $$ANGLE_DIR/src/libANGLE/Program.cpp \
- $$ANGLE_DIR/src/libANGLE/ProgramLinkedResources.cpp \
- $$ANGLE_DIR/src/libANGLE/ProgramPipeline.cpp \
- $$ANGLE_DIR/src/libANGLE/Query.cpp \
- $$ANGLE_DIR/src/libANGLE/queryconversions.cpp \
- $$ANGLE_DIR/src/libANGLE/queryutils.cpp \
- $$ANGLE_DIR/src/libANGLE/Renderbuffer.cpp \
- $$ANGLE_DIR/src/libANGLE/ResourceManager.cpp \
- $$ANGLE_DIR/src/libANGLE/Sampler.cpp \
- $$ANGLE_DIR/src/libANGLE/Shader.cpp \
- $$ANGLE_DIR/src/libANGLE/State.cpp \
- $$ANGLE_DIR/src/libANGLE/Stream.cpp \
- $$ANGLE_DIR/src/libANGLE/Surface.cpp \
- $$ANGLE_DIR/src/libANGLE/Texture.cpp \
- $$ANGLE_DIR/src/libANGLE/Thread.cpp \
- $$ANGLE_DIR/src/libANGLE/TransformFeedback.cpp \
- $$ANGLE_DIR/src/libANGLE/Uniform.cpp \
- $$ANGLE_DIR/src/libANGLE/validationEGL.cpp \
- $$ANGLE_DIR/src/libANGLE/validationES.cpp \
- $$ANGLE_DIR/src/libANGLE/validationES2.cpp \
- $$ANGLE_DIR/src/libANGLE/validationES3.cpp \
- $$ANGLE_DIR/src/libANGLE/validationES31.cpp \
- $$ANGLE_DIR/src/libANGLE/VaryingPacking.cpp \
- $$ANGLE_DIR/src/libANGLE/VertexArray.cpp \
- $$ANGLE_DIR/src/libANGLE/VertexAttribute.cpp \
- $$ANGLE_DIR/src/libANGLE/WorkerThread.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/ContextImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/driver_utils.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/Format_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/load_functions_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/renderer_utils.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/SurfaceImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/TextureImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DeviceD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DisplayD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/EGLImageD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/FramebufferD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/HLSLCompiler.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ImageD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexBuffer.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexDataManager.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/NativeWindowD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/RendererD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderTargetD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderExecutableD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/SurfaceD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/SwapChainD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexDataManager.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_egl.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_egl_ext.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/proc_table_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_1_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/global_state.cpp \
- $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp
-
-angle_d3d11 {
- HEADERS += \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Buffer11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Clear11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_support_table.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/formatutils11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/NativeWindow11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Query11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Renderer11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h
-
- SOURCES += \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Context11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_format_map_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_support_table.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ProgramPipeline11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Query11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StreamProducerNV12.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TransformFeedback11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
-}
-
-!winrt {
- HEADERS += \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Buffer9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Fence9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/formatutils9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Image9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Query9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Renderer9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/StateManager9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h \
- $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.h
-
- SOURCES += \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Context9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Fence9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/formatutils9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Image9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/NativeWindow9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Query9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow11Win32.cpp \
- $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.cpp
-} else {
- HEADERS += \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h
-
- SOURCES += \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/NativeWindow11WinRT.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
-}
-
-#load_functions.target = load_functions
-#load_functions.commands = python $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/gen_load_functions_table.py \
-# > $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/gen_load_functions_table.cpp
-#QMAKE_EXTRA_TARGETS += load_functions
-
-# HLSL shaders
-BLITVS = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs
-standardvs.input = BLITVS
-standardvs.type = vs_2_0
-standardvs.output = standardvs.h
-
-BLITPS = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps
-passthroughps.input = BLITPS
-passthroughps.type = ps_2_0
-passthroughps.output = passthroughps.h
-luminanceps.input = BLITPS
-luminanceps.type = ps_2_0
-luminanceps.output = luminanceps.h
-luminancepremultps.input = BLITPS
-luminancepremultps.type = ps_2_0
-luminancepremultps.output = luminancepremultps.h
-luminanceunmultps.input = BLITPS
-luminanceunmultps.type = ps_2_0
-luminanceunmultps.output = luminanceunmultps.h
-componentmaskps.input = BLITPS
-componentmaskps.type = ps_2_0
-componentmaskps.output = componentmaskps.h
-componentmaskpremultps.input = BLITPS
-componentmaskpremultps.type = ps_2_0
-componentmaskpremultps.output = componentmaskpremultps.h
-componentmaskunmultps.input = BLITPS
-componentmaskunmultps.type = ps_2_0
-componentmaskunmultps.output = componentmaskunmultps.h
-
-PASSTHROUGH2D = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
-VS_Passthrough2D.input = PASSTHROUGH2D
-VS_Passthrough2D.type = vs_4_0_level_9_3
-VS_Passthrough2D.output = passthrough2d11vs.h
-PS_PassthroughRGBA2D.input = PASSTHROUGH2D
-PS_PassthroughRGBA2D.type = ps_4_0_level_9_3
-PS_PassthroughRGBA2D.output = passthroughrgba2d11ps.h
-PS_PassthroughRGB2D.input = PASSTHROUGH2D
-PS_PassthroughRGB2D.type = ps_4_0_level_9_3
-PS_PassthroughRGB2D.output = passthroughrgb2d11ps.h
-PS_PassthroughRG2D.input = PASSTHROUGH2D
-PS_PassthroughRG2D.type = ps_4_0_level_9_3
-PS_PassthroughRG2D.output = passthroughrg2d11ps.h
-PS_PassthroughR2D.input = PASSTHROUGH2D
-PS_PassthroughR2D.type = ps_4_0_level_9_3
-PS_PassthroughR2D.output = passthroughr2d11ps.h
-PS_PassthroughLum2D.input = PASSTHROUGH2D
-PS_PassthroughLum2D.type = ps_4_0_level_9_3
-PS_PassthroughLum2D.output = passthroughlum2d11ps.h
-PS_PassthroughLumAlpha2D.input = PASSTHROUGH2D
-PS_PassthroughLumAlpha2D.type = ps_4_0_level_9_3
-PS_PassthroughLumAlpha2D.output = passthroughlumalpha2d11ps.h
-PS_PassthroughDepth2D.input = PASSTHROUGH2D
-PS_PassthroughDepth2D.type = ps_4_0
-PS_PassthroughDepth2D.output = passthroughdepth2d11ps.h
-PS_PassthroughRGBA2DUI.input = PASSTHROUGH2D
-PS_PassthroughRGBA2DUI.type = ps_4_0
-PS_PassthroughRGBA2DUI.output = passthroughrgba2dui11ps.h
-PS_PassthroughRGBA2DI.input = PASSTHROUGH2D
-PS_PassthroughRGBA2DI.type = ps_4_0
-PS_PassthroughRGBA2DI.output = passthroughrgba2di11ps.h
-PS_PassthroughRGB2DUI.input = PASSTHROUGH2D
-PS_PassthroughRGB2DUI.type = ps_4_0
-PS_PassthroughRGB2DUI.output = passthroughrgb2dui11ps.h
-PS_PassthroughRGB2DI.input = PASSTHROUGH2D
-PS_PassthroughRGB2DI.type = ps_4_0
-PS_PassthroughRGB2DI.output = passthroughrgb2di11ps.h
-PS_PassthroughRG2DUI.input = PASSTHROUGH2D
-PS_PassthroughRG2DUI.type = ps_4_0
-PS_PassthroughRG2DUI.output = passthroughrg2dui11ps.h
-PS_PassthroughRG2DI.input = PASSTHROUGH2D
-PS_PassthroughRG2DI.type = ps_4_0
-PS_PassthroughRG2DI.output = passthroughrg2di11ps.h
-PS_PassthroughR2DUI.input = PASSTHROUGH2D
-PS_PassthroughR2DUI.type = ps_4_0
-PS_PassthroughR2DUI.output = passthroughr2dui11ps.h
-PS_PassthroughR2DI.input = PASSTHROUGH2D
-PS_PassthroughR2DI.type = ps_4_0
-PS_PassthroughR2DI.output = passthroughr2di11ps.h
-PS_PassthroughA2D.input = PASSTHROUGH2D
-PS_PassthroughA2D.type = ps_4_0_level_9_3
-PS_PassthroughA2D.output = passthrougha2d11ps.h
-PS_PassthroughRGBA2DMS.input = PASSTHROUGH2D
-PS_PassthroughRGBA2DMS.type = ps_4_1
-PS_PassthroughRGBA2DMS.output = passthroughrgba2dms11ps.h
-
-CLEAR = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
-VS_Clear_FL9.input = CLEAR
-VS_Clear_FL9.type = vs_4_0_level_9_3
-VS_Clear_FL9.output = clear11_fl9vs.h
-PS_ClearFloat_FL9.input = CLEAR
-PS_ClearFloat_FL9.type = ps_4_0_level_9_3
-PS_ClearFloat_FL9.output = clearfloat11_fl9ps.h
-VS_Clear.input = CLEAR
-VS_Clear.type = vs_4_0
-VS_Clear.output = clear11vs.h
-VS_Multiview_Clear.input = CLEAR
-VS_Multiview_Clear.type = vs_4_0
-VS_Multiview_Clear.output = clear11multiviewvs.h
-GS_Multiview_Clear.input = CLEAR
-GS_Multiview_Clear.type = gs_4_0
-GS_Multiview_Clear.output = clear11multiviewgs.h
-PS_ClearDepth.input = CLEAR
-PS_ClearDepth.type = ps_4_0
-PS_ClearDepth.output = cleardepth11ps.h
-PS_ClearFloat1.input = CLEAR
-PS_ClearFloat1.type = ps_4_0
-PS_ClearFloat1.output = clearfloat11ps1.h
-PS_ClearFloat2.input = CLEAR
-PS_ClearFloat2.type = ps_4_0
-PS_ClearFloat2.output = clearfloat11ps2.h
-PS_ClearFloat3.input = CLEAR
-PS_ClearFloat3.type = ps_4_0
-PS_ClearFloat3.output = clearfloat11ps3.h
-PS_ClearFloat4.input = CLEAR
-PS_ClearFloat4.type = ps_4_0
-PS_ClearFloat4.output = clearfloat11ps4.h
-PS_ClearFloat5.input = CLEAR
-PS_ClearFloat5.type = ps_4_0
-PS_ClearFloat5.output = clearfloat11ps5.h
-PS_ClearFloat6.input = CLEAR
-PS_ClearFloat6.type = ps_4_0
-PS_ClearFloat6.output = clearfloat11ps6.h
-PS_ClearFloat7.input = CLEAR
-PS_ClearFloat7.type = ps_4_0
-PS_ClearFloat7.output = clearfloat11ps7.h
-PS_ClearFloat8.input = CLEAR
-PS_ClearFloat8.type = ps_4_0
-PS_ClearFloat8.output = clearfloat11ps8.h
-PS_ClearUint1.input = CLEAR
-PS_ClearUint1.type = ps_4_0
-PS_ClearUint1.output = clearuint11ps1.h
-PS_ClearUint2.input = CLEAR
-PS_ClearUint2.type = ps_4_0
-PS_ClearUint2.output = clearuint11ps2.h
-PS_ClearUint3.input = CLEAR
-PS_ClearUint3.type = ps_4_0
-PS_ClearUint3.output = clearuint11ps3.h
-PS_ClearUint4.input = CLEAR
-PS_ClearUint4.type = ps_4_0
-PS_ClearUint4.output = clearuint11ps4.h
-PS_ClearUint5.input = CLEAR
-PS_ClearUint5.type = ps_4_0
-PS_ClearUint5.output = clearuint11ps5.h
-PS_ClearUint6.input = CLEAR
-PS_ClearUint6.type = ps_4_0
-PS_ClearUint6.output = clearuint11ps6.h
-PS_ClearUint7.input = CLEAR
-PS_ClearUint7.type = ps_4_0
-PS_ClearUint7.output = clearuint11ps7.h
-PS_ClearUint8.input = CLEAR
-PS_ClearUint8.type = ps_4_0
-PS_ClearUint8.output = clearuint11ps8.h
-PS_ClearSint1.input = CLEAR
-PS_ClearSint1.type = ps_4_0
-PS_ClearSint1.output = clearsint11ps1.h
-PS_ClearSint2.input = CLEAR
-PS_ClearSint2.type = ps_4_0
-PS_ClearSint2.output = clearsint11ps2.h
-PS_ClearSint3.input = CLEAR
-PS_ClearSint3.type = ps_4_0
-PS_ClearSint3.output = clearsint11ps3.h
-PS_ClearSint4.input = CLEAR
-PS_ClearSint4.type = ps_4_0
-PS_ClearSint4.output = clearsint11ps4.h
-PS_ClearSint5.input = CLEAR
-PS_ClearSint5.type = ps_4_0
-PS_ClearSint5.output = clearsint11ps5.h
-PS_ClearSint6.input = CLEAR
-PS_ClearSint6.type = ps_4_0
-PS_ClearSint6.output = clearsint11ps6.h
-PS_ClearSint7.input = CLEAR
-PS_ClearSint7.type = ps_4_0
-PS_ClearSint7.output = clearsint11ps7.h
-PS_ClearSint8.input = CLEAR
-PS_ClearSint8.type = ps_4_0
-PS_ClearSint8.output = clearsint11ps8.h
-
-PASSTHROUGH3D = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
-VS_Passthrough3D.input = PASSTHROUGH3D
-VS_Passthrough3D.type = vs_4_0
-VS_Passthrough3D.output = passthrough3d11vs.h
-GS_Passthrough3D.input = PASSTHROUGH3D
-GS_Passthrough3D.type = gs_4_0
-GS_Passthrough3D.output = passthrough3d11gs.h
-PS_PassthroughRGBA3D.input = PASSTHROUGH3D
-PS_PassthroughRGBA3D.type = ps_4_0
-PS_PassthroughRGBA3D.output = passthroughrgba3d11ps.h
-PS_PassthroughRGBA3DUI.input = PASSTHROUGH3D
-PS_PassthroughRGBA3DUI.type = ps_4_0
-PS_PassthroughRGBA3DUI.output = passthroughrgba3dui11ps.h
-PS_PassthroughRGBA3DI.input = PASSTHROUGH3D
-PS_PassthroughRGBA3DI.type = ps_4_0
-PS_PassthroughRGBA3DI.output = passthroughrgba3di11ps.h
-PS_PassthroughRGB3D.input = PASSTHROUGH3D
-PS_PassthroughRGB3D.type = ps_4_0
-PS_PassthroughRGB3D.output = passthroughrgb3d11ps.h
-PS_PassthroughRGB3DUI.input = PASSTHROUGH3D
-PS_PassthroughRGB3DUI.type = ps_4_0
-PS_PassthroughRGB3DUI.output = passthroughrgb3dui11ps.h
-PS_PassthroughRGB3DI.input = PASSTHROUGH3D
-PS_PassthroughRGB3DI.type = ps_4_0
-PS_PassthroughRGB3DI.output = passthroughrgb3di11ps.h
-PS_PassthroughRG3D.input = PASSTHROUGH3D
-PS_PassthroughRG3D.type = ps_4_0
-PS_PassthroughRG3D.output = passthroughrg3d11ps.h
-PS_PassthroughRG3DUI.input = PASSTHROUGH3D
-PS_PassthroughRG3DUI.type = ps_4_0
-PS_PassthroughRG3DUI.output = passthroughrg3dui11ps.h
-PS_PassthroughRG3DI.input = PASSTHROUGH3D
-PS_PassthroughRG3DI.type = ps_4_0
-PS_PassthroughRG3DI.output = passthroughrg3di11ps.h
-PS_PassthroughR3D.input = PASSTHROUGH3D
-PS_PassthroughR3D.type = ps_4_0
-PS_PassthroughR3D.output = passthroughr3d11ps.h
-PS_PassthroughR3DUI.input = PASSTHROUGH3D
-PS_PassthroughR3DUI.type = ps_4_0
-PS_PassthroughR3DUI.output = passthroughr3dui11ps.h
-PS_PassthroughR3DI.input = PASSTHROUGH3D
-PS_PassthroughR3DI.type = ps_4_0
-PS_PassthroughR3DI.output = passthroughr3di11ps.h
-PS_PassthroughLum3D.input = PASSTHROUGH3D
-PS_PassthroughLum3D.type = ps_4_0
-PS_PassthroughLum3D.output = passthroughlum3d11ps.h
-PS_PassthroughLumAlpha3D.input = PASSTHROUGH3D
-PS_PassthroughLumAlpha3D.type = ps_4_0
-PS_PassthroughLumAlpha3D.output = passthroughlumalpha3d11ps.h
-
-SWIZZLE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
-PS_SwizzleF2D.input = SWIZZLE
-PS_SwizzleF2D.type = ps_4_0
-PS_SwizzleF2D.output = swizzlef2dps.h
-PS_SwizzleI2D.input = SWIZZLE
-PS_SwizzleI2D.type = ps_4_0
-PS_SwizzleI2D.output = swizzlei2dps.h
-PS_SwizzleUI2D.input = SWIZZLE
-PS_SwizzleUI2D.type = ps_4_0
-PS_SwizzleUI2D.output = swizzleui2dps.h
-PS_SwizzleF3D.input = SWIZZLE
-PS_SwizzleF3D.type = ps_4_0
-PS_SwizzleF3D.output = swizzlef3dps.h
-PS_SwizzleI3D.input = SWIZZLE
-PS_SwizzleI3D.type = ps_4_0
-PS_SwizzleI3D.output = swizzlei3dps.h
-PS_SwizzleUI3D.input = SWIZZLE
-PS_SwizzleUI3D.type = ps_4_0
-PS_SwizzleUI3D.output = swizzleui3dps.h
-PS_SwizzleF2DArray.input = SWIZZLE
-PS_SwizzleF2DArray.type = ps_4_0
-PS_SwizzleF2DArray.output = swizzlef2darrayps.h
-PS_SwizzleI2DArray.input = SWIZZLE
-PS_SwizzleI2DArray.type = ps_4_0
-PS_SwizzleI2DArray.output = swizzlei2darrayps.h
-PS_SwizzleUI2DArray.input = SWIZZLE
-PS_SwizzleUI2DArray.type = ps_4_0
-PS_SwizzleUI2DArray.output = swizzleui2darrayps.h
-
-BUFFERTOTEXTURE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
-VS_BufferToTexture.input = BUFFERTOTEXTURE
-VS_BufferToTexture.type = vs_4_0
-VS_BufferToTexture.output = buffertotexture11_vs.h
-GS_BufferToTexture.input = BUFFERTOTEXTURE
-GS_BufferToTexture.type = gs_4_0
-GS_BufferToTexture.output = buffertotexture11_gs.h
-PS_BufferToTexture_4F.input = BUFFERTOTEXTURE
-PS_BufferToTexture_4F.type = ps_4_0
-PS_BufferToTexture_4F.output = buffertotexture11_ps_4f.h
-PS_BufferToTexture_4I.input = BUFFERTOTEXTURE
-PS_BufferToTexture_4I.type = ps_4_0
-PS_BufferToTexture_4I.output = buffertotexture11_ps_4i.h
-PS_BufferToTexture_4UI.input = BUFFERTOTEXTURE
-PS_BufferToTexture_4UI.type = ps_4_0
-PS_BufferToTexture_4UI.output = buffertotexture11_ps_4ui.h
-
-MULTIPLYALPHA = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl
-PS_FtoF_PM_RGBA.input = MULTIPLYALPHA
-PS_FtoF_PM_RGBA.type = ps_4_0
-PS_FtoF_PM_RGBA.output = multiplyalpha_ftof_pm_rgba_ps.h
-PS_FtoF_UM_RGBA.input = MULTIPLYALPHA
-PS_FtoF_UM_RGBA.type = ps_4_0
-PS_FtoF_UM_RGBA.output = multiplyalpha_ftof_um_rgba_ps.h
-PS_FtoF_PM_RGB.input = MULTIPLYALPHA
-PS_FtoF_PM_RGB.type = ps_4_0
-PS_FtoF_PM_RGB.output = multiplyalpha_ftof_pm_rgb_ps.h
-PS_FtoF_UM_RGB.input = MULTIPLYALPHA
-PS_FtoF_UM_RGB.type = ps_4_0
-PS_FtoF_UM_RGB.output = multiplyalpha_ftof_um_rgb_ps.h
-PS_FtoU_PT_RGBA.input = MULTIPLYALPHA
-PS_FtoU_PT_RGBA.type = ps_4_0
-PS_FtoU_PT_RGBA.output = multiplyalpha_ftou_pt_rgba_ps.h
-PS_FtoU_PM_RGBA.input = MULTIPLYALPHA
-PS_FtoU_PM_RGBA.type = ps_4_0
-PS_FtoU_PM_RGBA.output = multiplyalpha_ftou_pm_rgba_ps.h
-PS_FtoU_UM_RGBA.input = MULTIPLYALPHA
-PS_FtoU_UM_RGBA.type = ps_4_0
-PS_FtoU_UM_RGBA.output = multiplyalpha_ftou_um_rgba_ps.h
-PS_FtoU_PT_RGB.input = MULTIPLYALPHA
-PS_FtoU_PT_RGB.type = ps_4_0
-PS_FtoU_PT_RGB.output = multiplyalpha_ftou_pt_rgb_ps.h
-PS_FtoU_PM_RGB.input = MULTIPLYALPHA
-PS_FtoU_PM_RGB.type = ps_4_0
-PS_FtoU_PM_RGB.output = multiplyalpha_ftou_pm_rgb_ps.h
-PS_FtoU_UM_RGB.input = MULTIPLYALPHA
-PS_FtoU_UM_RGB.type = ps_4_0
-PS_FtoU_UM_RGB.output = multiplyalpha_ftou_um_rgb_ps.h
-PS_FtoF_PM_LUMA.input = MULTIPLYALPHA
-PS_FtoF_PM_LUMA.type = ps_4_0
-PS_FtoF_PM_LUMA.output = multiplyalpha_ftof_pm_luma_ps.h
-PS_FtoF_UM_LUMA.input = MULTIPLYALPHA
-PS_FtoF_UM_LUMA.type = ps_4_0
-PS_FtoF_UM_LUMA.output = multiplyalpha_ftof_um_luma_ps.h
-PS_FtoF_PM_LUMAALPHA.input = MULTIPLYALPHA
-PS_FtoF_PM_LUMAALPHA.type = ps_4_0
-PS_FtoF_PM_LUMAALPHA.output = multiplyalpha_ftof_pm_lumaalpha_ps.h
-PS_FtoF_UM_LUMAALPHA.input = MULTIPLYALPHA
-PS_FtoF_UM_LUMAALPHA.type = ps_4_0
-PS_FtoF_UM_LUMAALPHA.output = multiplyalpha_ftof_um_lumaalpha_ps.h
-
-RESOLVEDEPTHSTENCIL = \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl
-VS_ResolveDepthStencil.input = RESOLVEDEPTHSTENCIL
-VS_ResolveDepthStencil.type = vs_4_1
-VS_ResolveDepthStencil.output = resolvedepthstencil11_vs.h
-PS_ResolveDepth.input = RESOLVEDEPTHSTENCIL
-PS_ResolveDepth.type = ps_4_1
-PS_ResolveDepth.output = resolvedepth11_ps.h
-PS_ResolveDepthStencil.input = RESOLVEDEPTHSTENCIL
-PS_ResolveDepthStencil.type = ps_4_1
-PS_ResolveDepthStencil.output = resolvedepthstencil11_ps.h
-PS_ResolveStencil.input = RESOLVEDEPTHSTENCIL
-PS_ResolveStencil.type = ps_4_1
-PS_ResolveStencil.output = resolvestencil11_ps.h
-
-# D3D11
-angle_d3d11: SHADERS = VS_Passthrough2D \
- PS_PassthroughRGB2D PS_PassthroughRGB2DUI PS_PassthroughRGB2DI \
- PS_PassthroughRGBA2D PS_PassthroughRGBA2DUI PS_PassthroughRGBA2DI \
- PS_PassthroughRG2D PS_PassthroughRG2DUI PS_PassthroughRG2DI \
- PS_PassthroughR2D PS_PassthroughR2DUI PS_PassthroughR2DI \
- PS_PassthroughA2D \
- PS_PassthroughLum2D PS_PassthroughLumAlpha2D PS_PassthroughDepth2D \
- VS_Clear_FL9 PS_ClearFloat_FL9 VS_Clear VS_Multiview_Clear \
- GS_Multiview_Clear PS_ClearDepth \
- PS_ClearFloat1 PS_ClearFloat2 PS_ClearFloat3 PS_ClearFloat4 PS_ClearFloat5 \
- PS_ClearFloat6 PS_ClearFloat7 PS_ClearFloat8 \
- PS_ClearUint1 PS_ClearUint2 PS_ClearUint3 PS_ClearUint4 \
- PS_ClearUint5 PS_ClearUint6 PS_ClearUint7 PS_ClearUint8 \
- PS_ClearSint1 PS_ClearSint2 PS_ClearSint3 PS_ClearSint4 \
- PS_ClearSint5 PS_ClearSint6 PS_ClearSint7 PS_ClearSint8 \
- VS_Passthrough3D GS_Passthrough3D \
- PS_PassthroughRGBA3D PS_PassthroughRGBA3DUI PS_PassthroughRGBA3DI \
- PS_PassthroughRGB3D PS_PassthroughRGB3DUI PS_PassthroughRGB3DI \
- PS_PassthroughRG3D PS_PassthroughRG3DUI PS_PassthroughRG3DI \
- PS_PassthroughR3D PS_PassthroughR3DUI PS_PassthroughR3DI \
- PS_PassthroughLum3D PS_PassthroughLumAlpha3D \
- PS_SwizzleF2D PS_SwizzleI2D PS_SwizzleUI2D \
- PS_SwizzleF3D PS_SwizzleI3D PS_SwizzleUI3D \
- PS_SwizzleF2DArray PS_SwizzleI2DArray PS_SwizzleUI2DArray \
- VS_BufferToTexture GS_BufferToTexture \
- PS_BufferToTexture_4F PS_BufferToTexture_4I PS_BufferToTexture_4UI \
- PS_FtoF_PM_RGBA PS_FtoF_UM_RGBA PS_FtoF_PM_RGB PS_FtoF_UM_RGB \
- PS_FtoU_PT_RGBA PS_FtoU_PM_RGBA PS_FtoU_UM_RGBA \
- PS_FtoU_PT_RGB PS_FtoU_PM_RGB PS_FtoU_UM_RGB \
- PS_FtoF_PM_LUMA PS_FtoF_UM_LUMA \
- PS_FtoF_PM_LUMAALPHA PS_FtoF_UM_LUMAALPHA \
- VS_ResolveDepthStencil PS_ResolveDepth PS_ResolveDepthStencil PS_ResolveStencil
-
-# This shader causes an internal compiler error in mingw73. Re-enable it, when
-# our mingw version can handle it.
-!mingw: angle_d3d11: SHADERS += PS_PassthroughRGBA2DMS
-
-# D3D9
-!winrt: SHADERS += standardvs passthroughps \
- luminanceps luminancepremultps luminanceunmultps \
- componentmaskps componentmaskpremultps componentmaskunmultps
-
-# Generate headers
-for (SHADER, SHADERS) {
- INPUT = $$eval($${SHADER}.input)
- OUT_DIR = $$OUT_PWD/libANGLE/$$relative_path($$dirname($$INPUT), $$ANGLE_DIR/src/libANGLE)/compiled
- fxc_$${SHADER}.commands = $$FXC -nologo -E $${SHADER} -T $$eval($${SHADER}.type) -Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_$${SHADER}.output = $$OUT_DIR/$$eval($${SHADER}.output)
- fxc_$${SHADER}.input = $$INPUT
- fxc_$${SHADER}.dependency_type = TYPE_C
- fxc_$${SHADER}.variable_out = HEADERS
- fxc_$${SHADER}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_$${SHADER}
-}
-
-khr_headers.files = $$ANGLE_DIR/include/KHR/khrplatform.h
-khr_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/KHR
-gles2_headers.files = \
- $$ANGLE_DIR/include/GLES2/gl2.h \
- $$ANGLE_DIR/include/GLES2/gl2ext.h \
- $$ANGLE_DIR/include/GLES2/gl2ext_angle.h \
- $$ANGLE_DIR/include/GLES2/gl2platform.h
-gles2_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES2
-gles3_headers.files = \
- $$ANGLE_DIR/include/GLES3/gl3.h \
- $$ANGLE_DIR/include/GLES3/gl3platform.h
-gles3_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES3
-INSTALLS += khr_headers gles2_headers
-angle_d3d11: INSTALLS += gles3_headers