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-rw-r--r--src/angle/src/QtANGLE/QtANGLE.pro669
1 files changed, 669 insertions, 0 deletions
diff --git a/src/angle/src/QtANGLE/QtANGLE.pro b/src/angle/src/QtANGLE/QtANGLE.pro
new file mode 100644
index 0000000000..ee3111b6ee
--- /dev/null
+++ b/src/angle/src/QtANGLE/QtANGLE.pro
@@ -0,0 +1,669 @@
+CONFIG += simd no_batch
+include(../common/common.pri)
+TARGET=$$qtLibraryTarget($${LIBQTANGLE_NAME})
+DEF_FILE_TARGET=$${TARGET}
+
+INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libANGLE
+
+!build_pass {
+ # Merge libGLESv2 and libEGL .def files located under $$ANGLE_DIR into QtANGLE$${SUFFIX}.def
+ DEF_FILES = \
+ libGLESv2/libGLESv2 \
+ libEGL/libEGL
+
+ SUFFIX =
+ for (DEBUG_RELEASE, $$list(0 1)) {
+ DEF_MERGED = \
+ "LIBRARY $${LIBQTANGLE_NAME}$$SUFFIX" \
+ EXPORTS
+ mingw: SUFFIX = $${SUFFIX}_mingw32
+ PASS = 0
+ MAX_ORDINAL = 0
+
+ for (DEF_FILE, DEF_FILES) {
+ DEF_FILE_PATH = $$ANGLE_DIR/src/$$DEF_FILE$${SUFFIX}.def
+ DEF_SRC = $$cat($$DEF_FILE_PATH, lines)
+ DEF_MERGED += \
+ ";" \
+ "; Generated from:" \
+ "; $$DEF_FILE_PATH"
+
+ for (line, DEF_SRC) {
+ !contains(line, "(LIBRARY.*|EXPORTS)") {
+ LINESPLIT = $$split(line, @)
+ !count(LINESPLIT, 1) {
+ equals(PASS, 1) {
+ # In the second .def file we must allocate new ordinals in order
+ # to not clash with the ordinals from the first file. We then start off
+ # from MAX_ORDINAL + 1 and increase sequentially
+ MAX_ORDINAL = $$num_add($$MAX_ORDINAL, 1)
+ line = $$section(line, @, 0, -2)@$$MAX_ORDINAL
+ } else {
+ ORDINAL = $$last(LINESPLIT)
+ greaterThan(ORDINAL, $$MAX_ORDINAL): \
+ MAX_ORDINAL = $$ORDINAL
+ }
+ }
+ DEF_MERGED += $$line
+ }
+ }
+ PASS = 1
+ }
+ write_file($${LIBQTANGLE_NAME}$${SUFFIX}.def, DEF_MERGED)|error()
+ SUFFIX = "d"
+ }
+}
+
+# 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 \
+ $$ANGLE_DIR/src/libEGL/libEGL.cpp
+
+SSE2_SOURCES += $$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 \
+ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
+}
+
+!static {
+ DEF_FILE = $$PWD/$${DEF_FILE_TARGET}.def
+ mingw: equals(QT_ARCH, i386): DEF_FILE = $$PWD/$${DEF_FILE_TARGET}_mingw32.def
+} else {
+ DEFINES += DllMain=DllMain_ANGLE # prevent symbol from conflicting with the user's DllMain
+}
+
+#load_functions.target = load_functions
+#load_functions.commands = python $$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
+egl_headers.files = \
+ $$ANGLE_DIR/include/EGL/egl.h \
+ $$ANGLE_DIR/include/EGL/eglext.h \
+ $$ANGLE_DIR/include/EGL/eglplatform.h
+egl_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/EGL
+INSTALLS += khr_headers gles2_headers egl_headers
+angle_d3d11: INSTALLS += gles3_headers