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authorJan Arve Saether <jan-arve.saether@qt.io>2016-10-25 16:56:02 +0200
committerJan Arve Sæther <jan-arve.saether@theqtcompany.com>2016-10-28 11:02:43 +0000
commit780105f9062dec350bbe2a6800c40db3e6382578 (patch)
treea93a0febd9c0c19636d4077415761e6b01b25392 /src/angle/src/libGLESv2
parent1ad6ae21f015ead3dcc4bed21a988f0d7d5d0d2d (diff)
Merge ANGLE's libEGL and libGLESv2 into QtANGLE
This is needed in order to be able to specify a custom location of the ANGLE libs, and enables us to perform a LoadLibrary of ANGLE libs by just having the absolute path to QtANGLE.dll as the argument to LoadLibrary(). Previously, we had two ANGLE libraries: libEGL and libGLESv2. libEGL hard linked against libGLESv2. If we wanted to load libEGL from a custom location, we couldn't load libEGL by calling LoadLibrary with the absolute path to libEGL, because libEGL had problems finding libGLESv2. One solution to that could have been to call SetDllDirectory() with the path to the ANGLE libs before calling LoadLibrary("libEGL.dll"). Since the DLL directory would point to both ANGLE libs, this would ensure that the libGLESv2 was also found. Unfortunately, this approach is not thread safe (SetDllDirectory will affect all subsequent LoadLibrary(Ex) from the same process). Therefore, we chose to merge the two libraries into one to circumvent the whole problem. At the same time, this patch also enables loading of two different ANGLE libraries into the same process at once without renaming them: This was not possible before because libEGL hard linked to libGLESv2.dll. When libGLESv2.dll was already loaded, the second instance of libEGL would simply link against the already loaded version of libGLESv2.dll. This behavior is documented in the LoadLibraryEx documentation on MSDN: "If the string specifies a module name without a path and more than one loaded module has the same base name and extension, the function returns a handle to the module that was loaded first." Change-Id: Ic1d886ba802be72ddcf01235bafaedcef662762e Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@qt.io> Reviewed-by: Oliver Wolff <oliver.wolff@qt.io> Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io> Reviewed-by: Jan Arve Sæther <jan-arve.saether@theqtcompany.com>
Diffstat (limited to 'src/angle/src/libGLESv2')
-rw-r--r--src/angle/src/libGLESv2/libGLESv2.pro614
1 files changed, 0 insertions, 614 deletions
diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro
deleted file mode 100644
index b699ae159a..0000000000
--- a/src/angle/src/libGLESv2/libGLESv2.pro
+++ /dev/null
@@ -1,614 +0,0 @@
-CONFIG += simd no_batch
-include(../common/common.pri)
-DEF_FILE_TARGET=$${TARGET}
-TARGET=$$qtLibraryTarget($${LIBGLESV2_NAME})
-
-INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libANGLE
-
-# Remember to adapt tools/configure/configureapp.cpp if the Direct X version changes.
-!winrt: \
- LIBS_PRIVATE += -ld3d9
-winrt: \
- LIBS_PRIVATE += -ld3dcompiler -ldxgi -ld3d11
-
-LIBS_PRIVATE += -ldxguid
-
-STATICLIBS = translator preprocessor
-for(libname, STATICLIBS) {
- # Appends 'd' to the library for debug builds and builds up the fully
- # qualified path to pass to the linker.
- staticlib = $$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
-
-HEADERS += \
- $$ANGLE_DIR/src/common/mathutil.h \
- $$ANGLE_DIR/src/common/blocklayout.h \
- $$ANGLE_DIR/src/common/NativeWindow.h \
- $$ANGLE_DIR/src/common/shadervars.h \
- $$ANGLE_DIR/src/common/utilities.h \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/Data.h \
- $$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/copyimage.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/generatemip.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/HLSLCompiler.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ImageD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/imageformats.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexBuffer.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexDataManager.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimage.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimage_etc.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TransformFeedbackD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VaryingPacking.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/FenceSyncImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/FramebufferImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/Image.h \
- $$ANGLE_DIR/src/libANGLE/renderer/ImplFactory.h \
- $$ANGLE_DIR/src/libANGLE/renderer/ProgramImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/QueryImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/RenderbufferImpl.h \
- $$ANGLE_DIR/src/libANGLE/renderer/Renderer.h \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/renderer/Workarounds.h \
- $$ANGLE_DIR/src/libANGLE/resource.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 \
- $$ANGLE_DIR/src/libANGLE/vertexconversion.h \
- $$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.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0_ext.h \
- $$ANGLE_DIR/src/libGLESv2/global_state.h \
- $$ANGLE_DIR/src/libGLESv2/resource.h \
- $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.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/third_party/murmurhash/MurmurHash3.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/Data.cpp \
- $$ANGLE_DIR/src/libANGLE/Device.cpp \
- $$ANGLE_DIR/src/libANGLE/Display.cpp \
- $$ANGLE_DIR/src/libANGLE/Error.cpp \
- $$ANGLE_DIR/src/libANGLE/Fence.cpp \
- $$ANGLE_DIR/src/libANGLE/formatutils.cpp \
- $$ANGLE_DIR/src/libANGLE/Framebuffer.cpp \
- $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.cpp \
- $$ANGLE_DIR/src/libANGLE/HandleAllocator.cpp \
- $$ANGLE_DIR/src/libANGLE/Image.cpp \
- $$ANGLE_DIR/src/libANGLE/ImageIndex.cpp \
- $$ANGLE_DIR/src/libANGLE/IndexRangeCache.cpp \
- $$ANGLE_DIR/src/libANGLE/Platform.cpp \
- $$ANGLE_DIR/src/libANGLE/Program.cpp \
- $$ANGLE_DIR/src/libANGLE/Query.cpp \
- $$ANGLE_DIR/src/libANGLE/queryconversions.cpp \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/Surface.cpp \
- $$ANGLE_DIR/src/libANGLE/Texture.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 \
- $$ANGLE_DIR/src/libANGLE/VertexArray.cpp \
- $$ANGLE_DIR/src/libANGLE/VertexAttribute.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/Renderer.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/SurfaceImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/copyimage.cpp \
- $$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/formatutilsD3D.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/loadimage.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimage_etc.cpp \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VaryingPacking.cpp \
- $$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.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0_ext.cpp \
- $$ANGLE_DIR/src/libGLESv2/global_state.cpp \
- $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp
-
-SSE2_SOURCES += $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimageSSE2.cpp
-
-DEBUG_SOURCE = $$ANGLE_DIR/src/libANGLE/Debug.cpp
-debug_copy.input = DEBUG_SOURCE
-debug_copy.output = $$ANGLE_DIR/src/libANGLE/Debug2.cpp
-debug_copy.commands = $$QMAKE_COPY \"${QMAKE_FILE_IN}\" \"${QMAKE_FILE_OUT}\"
-debug_copy.variable_out = GENERATED_SOURCES
-debug_copy.CONFIG = target_predeps
-QMAKE_EXTRA_COMPILERS += debug_copy
-
-angle_d3d11 {
- HEADERS += \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/internal_format_initializer_table.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/load_functions_table.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/swizzle_format_info.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/DebugAnnotator11.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/internal_format_initializer_table.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/load_functions_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.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/ShaderExecutable11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/swizzle_format_info_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.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/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/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/NativeWindow.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
-}
-
-!static {
- DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${DEF_FILE_TARGET}.def
- mingw:equals(QT_ARCH, i386): DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${DEF_FILE_TARGET}_mingw32.def
-} else {
- DEFINES += DllMain=DllMain_ANGLE # prevent symbol from conflicting with the user's DllMain
-}
-
-#load_functions.target = load_functions
-#load_functions.commands = python $$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
-flipyvs.input = BLITVS
-flipyvs.type = vs_2_0
-flipyvs.output = flipyvs.h
-
-BLITPS = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps
-passthroughps.input = BLITPS
-passthroughps.type = ps_2_0
-passthroughps.output = passthroughps.h
-luminanceps.input = BLITPS
-luminanceps.type = ps_2_0
-luminanceps.output = luminanceps.h
-componentmaskps.input = BLITPS
-componentmaskps.type = ps_2_0
-componentmaskps.output = componentmaskps.h
-
-PASSTHROUGH2D = $$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
-
-CLEAR = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
-VS_ClearFloat.input = CLEAR
-VS_ClearFloat.type = vs_4_0_level_9_3
-VS_ClearFloat.output = clearfloat11vs.h
-PS_ClearFloat_FL9.input = CLEAR
-PS_ClearFloat_FL9.type = ps_4_0_level_9_3
-PS_ClearFloat_FL9.output = clearfloat11_fl9ps.h
-PS_ClearFloat.input = CLEAR
-PS_ClearFloat.type = ps_4_0
-PS_ClearFloat.output = clearfloat11ps.h
-VS_ClearUint.input = CLEAR
-VS_ClearUint.type = vs_4_0
-VS_ClearUint.output = clearuint11vs.h
-PS_ClearUint.input = CLEAR
-PS_ClearUint.type = ps_4_0
-PS_ClearUint.output = clearuint11ps.h
-VS_ClearSint.input = CLEAR
-VS_ClearSint.type = vs_4_0
-VS_ClearSint.output = clearsint11vs.h
-PS_ClearSint.input = CLEAR
-PS_ClearSint.type = ps_4_0
-PS_ClearSint.output = clearsint11ps.h
-
-PASSTHROUGH3D = $$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
-
-# 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_PassthroughLum2D PS_PassthroughLumAlpha2D PS_PassthroughDepth2D \
- VS_ClearFloat VS_ClearUint VS_ClearSint \
- PS_ClearFloat PS_ClearFloat_FL9 PS_ClearUint PS_ClearSint \
- 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
-
-# D3D9
-!winrt: SHADERS += standardvs flipyvs passthroughps luminanceps componentmaskps
-
-# 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 \
- $$ANGLE_DIR/include/GLES2/gl2platform.h
-gles2_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES2
-gles3_headers.files = \
- $$ANGLE_DIR/include/GLES3/gl3.h \
- $$ANGLE_DIR/include/GLES3/gl3ext.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