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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/features.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/features.h | 65 |
1 files changed, 0 insertions, 65 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/features.h b/src/3rdparty/angle/src/libANGLE/features.h deleted file mode 100644 index 48a194ff0b..0000000000 --- a/src/3rdparty/angle/src/libANGLE/features.h +++ /dev/null @@ -1,65 +0,0 @@ -// -// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. -// - -#ifndef LIBANGLE_FEATURES_H_ -#define LIBANGLE_FEATURES_H_ - -#include "common/platform.h" - -#define ANGLE_DISABLED 0 -#define ANGLE_ENABLED 1 - -// Feature defaults - -// Direct3D9EX -// The "Debug This Pixel..." feature in PIX often fails when using the -// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 -// machine, define "ANGLE_D3D9EX=0" in your project file. -#if !defined(ANGLE_D3D9EX) -#define ANGLE_D3D9EX ANGLE_ENABLED -#endif - -// Vsync -// ENABLED allows Vsync to be configured at runtime -// DISABLED disallows Vsync -#if !defined(ANGLE_VSYNC) -#define ANGLE_VSYNC ANGLE_ENABLED -#endif - -// Program binary loading -#if !defined(ANGLE_PROGRAM_BINARY_LOAD) -#define ANGLE_PROGRAM_BINARY_LOAD ANGLE_ENABLED -#endif - -// Append HLSL assembly to shader debug info. Defaults to enabled in Debug and off in Release. -#if !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) -#if !defined(NDEBUG) -#define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_ENABLED -#else -#define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_DISABLED -#endif // !defined(NDEBUG) -#endif // !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) - -// Program link validation of precisions for uniforms. This feature was -// requested by developers to allow non-conformant shaders to be used which -// contain mismatched precisions. -// ENABLED validate that precision for uniforms match between vertex and fragment shaders -// DISABLED allow precision for uniforms to differ between vertex and fragment shaders -#if !defined(ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION) -#define ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION ANGLE_ENABLED -#endif - -// Controls if our threading code uses std::async or falls back to single-threaded operations. -// TODO(jmadill): Enable on Linux once STL chrono headers are updated. -#if !defined(ANGLE_STD_ASYNC_WORKERS) -#if defined(ANGLE_PLATFORM_WINDOWS) -#define ANGLE_STD_ASYNC_WORKERS ANGLE_ENABLED -#else -#define ANGLE_STD_ASYNC_WORKERS ANGLE_DISABLED -#endif // defined(ANGLE_PLATFORM_WINDOWS) -#endif // !defined(ANGLE_STD_ASYNC_WORKERS) - -#endif // LIBANGLE_FEATURES_H_ |