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authorAndrew Knight <andrew.knight@digia.com>2014-02-24 11:18:33 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-02-26 07:56:50 +0100
commita7d093e740b1e20874b5ebeb37b5c5d76ae19e42 (patch)
tree573b63025dbaa090392e468e1a90de8104054578 /src/angle/src/libGLESv2
parent45e17d0cc74d3444e23c18f73d6ac155659cec55 (diff)
Upgrade ANGLE to 1.3.5bb7ec572d0a
This brings Qt's copy of ANGLE up to ANGLE master, which contains a number of bugfixes as well as restructuring for the upcoming ES 3.0 support. This version brings considerable stability improvements to the D3D11 renderer. The static translator project files have been merged to align with the ANGLE source tree. Two new patches have been applied to fix errors in upstream ANGLE: - 0011-ANGLE-Fix-compilation-error-on-MinGW-caused-by-trace.patch The event trace header in ANGLE's third_party directory has an unused template which causes a compilation error on MinGW. Disable this part of the code. - 0012-ANGLE-fix-semantic-index-lookup.patch The sorted semantic index table was returning a direct mapping to the new indices, instead of the old indices. This caused a mismatch in the GL type lookup for the translated attribute. All other patches have been rebased, removed if no longer needed, and renamed to clear up the application order: - 0001-Fix-compilation-for-MSVC-2008-and-std-tuple.patch No changes. - 0001-Fix-compilation-with-MinGW-mingw-tdm64-gcc-4.8.1.patch No changes. Renamed to 0002. - 0001-Fix-compilation-with-MinGW-gcc-64-bit.patch No changes. Renamed to 0003. - 0001-Make-it-possible-to-link-ANGLE-statically-for-single.patch Modified patch to adapt to new DLL loading structure. Renamed to 0004. - 0005-Fix-build-when-SSE2-is-not-available.patch No changes. - 0011-Fix-compilation-of-libGLESv2-with-older-MinGW-w64-he.patch No changes. Renamed to 0006. - 0006-Make-DX9-DX11-mutually-exclusive.patch Made the patch less invasive by allowing D3D9 code to run unless explicitly disabled (e.g. on WinRT, where it doesn't compile). This makes the patch smaller and allows Desktop Windows to compile both D3D9 and D3D11 codepaths. Renamed to 0007. - 0015-ANGLE-Dynamically-load-D3D-compiler-from-a-list-of-k.patch No changes. Renamed to 0008. - 0012-ANGLE-Support-WinRT.patch Made D3D11_level9 initialization only possible if D3D9 is disabled. This makes sure Desktop PCs use the old D3D9 codepath instead of the less-tested D3D11_level9 codepath. Renamed to 0009. - 0013-Enable-D3D11-for-feature-level-9-cards.patch Conveniently smaller patch due to buffer implementation improvements upstream. Renamed to 0010. - 0014-ANGLE-D3D11-Alwayls-execute-QueryInterface.patch This was a fix for patch 0009, so was integrated there. Removed. - 0016-ANGLE-D3D11-Fix-build-on-desktop-Windows.patch This was a fix for patch 0009, so it was integrated there. Removed. - 0001-ANGLE-Fix-compilation-with-MSVC2013.patch Fixed upstream. Removed. - 0007-ANGLE-Fix-typedefs-for-Win64.patch Fixed upstream. Removed. - 0004-Fix-black-screen-after-minimizing-OpenGL-window-with.patch The issue has been fixed in Qt itself. Removed. - 0008-DX11-Prevent-assert-when-view-is-minimized-or-.patch The cause of the problem was the same as patch 0004, but for the D3D11 codepath. Removed. Change-Id: Id69484ab3a3e013050741c462fb1b06dfb0fd112 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Kai Koehne <kai.koehne@digia.com> Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Diffstat (limited to 'src/angle/src/libGLESv2')
-rw-r--r--src/angle/src/libGLESv2/libGLESv2.pro157
1 files changed, 80 insertions, 77 deletions
diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro
index 75853e219e..6176016f13 100644
--- a/src/angle/src/libGLESv2/libGLESv2.pro
+++ b/src/angle/src/libGLESv2/libGLESv2.pro
@@ -7,13 +7,13 @@ include(../common/common.pri)
INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libGLESv2
# Remember to adapt tools/configure/configureapp.cpp if the Direct X version changes.
-angle_d3d11 {
+angle_d3d11: \
LIBS_PRIVATE += -ldxgi -ld3d11
-} else {
+!winrt: \
LIBS_PRIVATE += -ld3d9
-}
+
LIBS_PRIVATE += -ldxguid
-STATICLIBS = translator_common translator_hlsl preprocessor
+STATICLIBS = translator preprocessor
for(libname, STATICLIBS) {
# Appends 'd' to the library for debug builds and builds up the fully
@@ -93,67 +93,69 @@ SSE2_SOURCES += $$ANGLE_DIR/src/libGLESv2/renderer/ImageSSE2.cpp
angle_d3d11 {
HEADERS += \
- $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Fence11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Image11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/InputLayoutCache.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Query11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Renderer11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/renderer11_utils.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/RenderStateCache.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage11.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer11.h
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/BufferStorage11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Fence11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Image11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/IndexBuffer11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/InputLayoutCache.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Query11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Renderer11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/renderer11_utils.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderTarget11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderStateCache.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/ShaderExecutable11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/SwapChain11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/TextureStorage11.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/VertexBuffer11.h
SOURCES += \
- $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Fence11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Image11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/InputLayoutCache.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Query11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Renderer11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/renderer11_utils.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/RenderStateCache.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage11.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer11.cpp
-} else {
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/BufferStorage11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Fence11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Image11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/IndexBuffer11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Query11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Renderer11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderTarget11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/ShaderExecutable11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/SwapChain11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/VertexBuffer11.cpp
+}
+
+!winrt {
HEADERS += \
- $$ANGLE_DIR/src/libGLESv2/renderer/Blit.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Fence9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Image9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Query9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/Renderer9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/renderer9_utils.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage9.h \
- $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer9.h
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Blit.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/BufferStorage9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Fence9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Image9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/IndexBuffer9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Query9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Renderer9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/renderer9_utils.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/RenderTarget9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/ShaderExecutable9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/SwapChain9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/TextureStorage9.h \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/VertexBuffer9.h
SOURCES += \
- $$ANGLE_DIR/src/libGLESv2/renderer/Blit.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Fence9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Image9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Query9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/Renderer9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/renderer9_utils.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer9.cpp \
- $$ANGLE_DIR/src/libGLESv2/renderer/VertexDeclarationCache.cpp
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Blit.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/BufferStorage9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Fence9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Image9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/IndexBuffer9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Query9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Renderer9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/renderer9_utils.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/RenderTarget9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/ShaderExecutable9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/SwapChain9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/TextureStorage9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/VertexBuffer9.cpp \
+ $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.cpp
}
!static {
@@ -167,10 +169,10 @@ float_converter.commands = python $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.py
QMAKE_EXTRA_TARGETS += float_converter
# Generate the shader header files.
-PS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Blit.ps
-VS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Blit.vs
-PASSTHROUGH_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Passthrough11.hlsl
-CLEAR_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Clear11.hlsl
+PS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/shaders/Blit.ps
+VS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/shaders/Blit.vs
+PASSTHROUGH_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/shaders/Passthrough11.hlsl
+CLEAR_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/shaders/Clear11.hlsl
PIXEL_SHADERS_BLIT = passthroughps luminanceps componentmaskps
PIXEL_SHADERS_PASSTHROUGH = PassthroughRGBA PassthroughRGB \
PassthroughLum PassthroughLumAlpha
@@ -178,61 +180,62 @@ PIXEL_SHADERS_CLEAR = ClearSingle ClearMultiple
VERTEX_SHADERS_BLIT = standardvs flipyvs
VERTEX_SHADERS_PASSTHROUGH = Passthrough
VERTEX_SHADERS_CLEAR = Clear
-SHADER_DIR = $$OUT_PWD/renderer/shaders/compiled
+SHADER_DIR_9 = $$OUT_PWD/renderer/d3d9/shaders/compiled
+SHADER_DIR_11 = $$OUT_PWD/renderer/d3d11/shaders/compiled
for (ps, PIXEL_SHADERS_BLIT) {
fxc_ps_$${ps}.commands = $$FXC /nologo /E $$ps /T ps_2_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}.h
+ fxc_ps_$${ps}.output = $$SHADER_DIR_9/$${ps}.h
fxc_ps_$${ps}.input = PS_BLIT_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
fxc_ps_$${ps}.variable_out = HEADERS
fxc_ps_$${ps}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
+ !winrt: QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_PASSTHROUGH) {
fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
+ fxc_ps_$${ps}.output = $$SHADER_DIR_11/$${ps}11ps.h
fxc_ps_$${ps}.input = PASSTHROUGH_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
fxc_ps_$${ps}.variable_out = HEADERS
fxc_ps_$${ps}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
+ angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_CLEAR) {
fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
+ fxc_ps_$${ps}.output = $$SHADER_DIR_11/$${ps}11ps.h
fxc_ps_$${ps}.input = CLEAR_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
fxc_ps_$${ps}.variable_out = HEADERS
fxc_ps_$${ps}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
+ angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (vs, VERTEX_SHADERS_BLIT) {
fxc_vs_$${vs}.commands = $$FXC /nologo /E $$vs /T vs_2_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}.h
+ fxc_vs_$${vs}.output = $$SHADER_DIR_9/$${vs}.h
fxc_vs_$${vs}.input = VS_BLIT_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
fxc_vs_$${vs}.variable_out = HEADERS
fxc_vs_$${vs}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
+ !winrt: QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_PASSTHROUGH) {
fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
+ fxc_vs_$${vs}.output = $$SHADER_DIR_11/$${vs}11vs.h
fxc_vs_$${vs}.input = PASSTHROUGH_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
fxc_vs_$${vs}.variable_out = HEADERS
fxc_vs_$${vs}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
+ angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_CLEAR) {
fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
- fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
+ fxc_vs_$${vs}.output = $$SHADER_DIR_11/$${vs}11vs.h
fxc_vs_$${vs}.input = CLEAR_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
fxc_vs_$${vs}.variable_out = HEADERS
fxc_vs_$${vs}.CONFIG += target_predeps
- QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
+ angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
load(qt_installs)