diff options
author | Jan Arve Saether <jan-arve.saether@qt.io> | 2016-10-25 16:56:02 +0200 |
---|---|---|
committer | Jan Arve Sæther <jan-arve.saether@theqtcompany.com> | 2016-10-28 11:02:43 +0000 |
commit | 780105f9062dec350bbe2a6800c40db3e6382578 (patch) | |
tree | a93a0febd9c0c19636d4077415761e6b01b25392 /src/angle/src/libGLESv2 | |
parent | 1ad6ae21f015ead3dcc4bed21a988f0d7d5d0d2d (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.pro | 614 |
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 |