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-rw-r--r--src/angle/src/common/gles_common.pri777
1 files changed, 0 insertions, 777 deletions
diff --git a/src/angle/src/common/gles_common.pri b/src/angle/src/common/gles_common.pri
deleted file mode 100644
index 70b65dd4cc..0000000000
--- a/src/angle/src/common/gles_common.pri
+++ /dev/null
@@ -1,777 +0,0 @@
-CONFIG += simd no_batch object_parallel_to_source
-include(common.pri)
-
-INCLUDEPATH += \
- $$OUT_PWD/.. \
- $$ANGLE_DIR \
- $$ANGLE_DIR/src/libANGLE
-
-# Remember to adapt src/gui/configure.* if the Direct X version changes.
-!winrt: \
- QMAKE_USE_PRIVATE += d3d9
-winrt: \
- QMAKE_USE_PRIVATE += d3dcompiler d3d11 dxgi
-
-QMAKE_USE_PRIVATE += dxguid
-
-STATICLIBS = translator preprocessor
-for(libname, STATICLIBS) {
- # Appends 'd' to the library for debug builds and builds up the fully
- # qualified path to pass to the linker.
- staticlib = $$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
-
-QT_FOR_CONFIG += gui-private
-include($$OUT_PWD/../../../gui/qtgui-config.pri)
-
-qtConfig(angle_d3d11_qdtd): DEFINES += ANGLE_D3D11_QDTD_AVAILABLE
-
-HEADERS += \
- $$ANGLE_DIR/src/common/mathutil.h \
- $$ANGLE_DIR/src/common/utilities.h \
- $$ANGLE_DIR/src/common/version.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/Debug.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/DeviceD3D.h \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/HLSLCompiler.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/ImageD3D.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexBuffer.h \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexDataManager.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.h \
- $$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/FramebufferImpl.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/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 \
- $$ANGLE_DIR/src/libANGLE/ResourceManager.h \
- $$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 \
- $$ANGLE_DIR/src/libGLESv2/entry_points_egl.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_egl_ext.h \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.h \
- $$ANGLE_DIR/src/libGLESv2/global_state.h \
- $$ANGLE_DIR/src/libGLESv2/resource.h
-
-SOURCES += \
- $$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 \
- $$ANGLE_DIR/src/common/string_utils.cpp \
- $$ANGLE_DIR/src/common/uniform_type_info_autogen.cpp \
- $$ANGLE_DIR/src/common/third_party/smhasher/src/PMurHash.cpp \
- $$ANGLE_DIR/src/common/third_party/base/anglebase/sha1.cc \
- $$ANGLE_DIR/src/image_util/copyimage.cpp \
- $$ANGLE_DIR/src/image_util/imageformats.cpp \
- $$ANGLE_DIR/src/image_util/loadimage.cpp \
- $$ANGLE_DIR/src/image_util/loadimage_etc.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/ContextState.cpp \
- $$ANGLE_DIR/src/libANGLE/Debug.cpp \
- $$ANGLE_DIR/src/libANGLE/Device.cpp \
- $$ANGLE_DIR/src/libANGLE/Display.cpp \
- $$ANGLE_DIR/src/libANGLE/Error.cpp \
- $$ANGLE_DIR/src/libANGLE/es3_copy_conversion_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/Fence.cpp \
- $$ANGLE_DIR/src/libANGLE/formatutils.cpp \
- $$ANGLE_DIR/src/libANGLE/format_map_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/Framebuffer.cpp \
- $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.cpp \
- $$ANGLE_DIR/src/libANGLE/HandleAllocator.cpp \
- $$ANGLE_DIR/src/libANGLE/HandleRangeAllocator.cpp \
- $$ANGLE_DIR/src/libANGLE/Image.cpp \
- $$ANGLE_DIR/src/libANGLE/ImageIndex.cpp \
- $$ANGLE_DIR/src/libANGLE/IndexRangeCache.cpp \
- $$ANGLE_DIR/src/libANGLE/LoggingAnnotator.cpp \
- $$ANGLE_DIR/src/libANGLE/MemoryProgramCache.cpp \
- $$ANGLE_DIR/src/libANGLE/PackedGLEnums_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/params.cpp \
- $$ANGLE_DIR/src/libANGLE/Path.cpp \
- $$ANGLE_DIR/src/libANGLE/Platform.cpp \
- $$ANGLE_DIR/src/libANGLE/Program.cpp \
- $$ANGLE_DIR/src/libANGLE/ProgramLinkedResources.cpp \
- $$ANGLE_DIR/src/libANGLE/ProgramPipeline.cpp \
- $$ANGLE_DIR/src/libANGLE/Query.cpp \
- $$ANGLE_DIR/src/libANGLE/queryconversions.cpp \
- $$ANGLE_DIR/src/libANGLE/queryutils.cpp \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/Stream.cpp \
- $$ANGLE_DIR/src/libANGLE/Surface.cpp \
- $$ANGLE_DIR/src/libANGLE/Texture.cpp \
- $$ANGLE_DIR/src/libANGLE/Thread.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 \
- $$ANGLE_DIR/src/libANGLE/validationES31.cpp \
- $$ANGLE_DIR/src/libANGLE/VaryingPacking.cpp \
- $$ANGLE_DIR/src/libANGLE/VertexArray.cpp \
- $$ANGLE_DIR/src/libANGLE/VertexAttribute.cpp \
- $$ANGLE_DIR/src/libANGLE/WorkerThread.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/ContextImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/driver_utils.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/Format_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/load_functions_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/renderer_utils.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/SurfaceImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/TextureImpl.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/FramebufferD3D.cpp \
- $$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/NativeWindowD3D.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/SwapChainD3D.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureD3D.cpp \
- $$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_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/proc_table_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_1_autogen.cpp \
- $$ANGLE_DIR/src/libGLESv2/global_state.cpp \
- $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp
-
-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/NativeWindow11.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/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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Context11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_format_map_autogen.cpp \
- $$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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ProgramPipeline11.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/ResourceManager11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StreamProducerNV12.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TransformFeedback11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexArray11.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/Context9.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/NativeWindow9.cpp \
- $$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/NativeWindow11Win32.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 \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/NativeWindow11WinRT.cpp \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
-}
-
-#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 = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs
-standardvs.input = BLITVS
-standardvs.type = vs_2_0
-standardvs.output = standardvs.h
-
-BLITPS = $$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
-luminancepremultps.input = BLITPS
-luminancepremultps.type = ps_2_0
-luminancepremultps.output = luminancepremultps.h
-luminanceunmultps.input = BLITPS
-luminanceunmultps.type = ps_2_0
-luminanceunmultps.output = luminanceunmultps.h
-componentmaskps.input = BLITPS
-componentmaskps.type = ps_2_0
-componentmaskps.output = componentmaskps.h
-componentmaskpremultps.input = BLITPS
-componentmaskpremultps.type = ps_2_0
-componentmaskpremultps.output = componentmaskpremultps.h
-componentmaskunmultps.input = BLITPS
-componentmaskunmultps.type = ps_2_0
-componentmaskunmultps.output = componentmaskunmultps.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
-PS_PassthroughA2D.input = PASSTHROUGH2D
-PS_PassthroughA2D.type = ps_4_0_level_9_3
-PS_PassthroughA2D.output = passthrougha2d11ps.h
-PS_PassthroughRGBA2DMS.input = PASSTHROUGH2D
-PS_PassthroughRGBA2DMS.type = ps_4_1
-PS_PassthroughRGBA2DMS.output = passthroughrgba2dms11ps.h
-
-CLEAR = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
-VS_Clear_FL9.input = CLEAR
-VS_Clear_FL9.type = vs_4_0_level_9_3
-VS_Clear_FL9.output = clear11_fl9vs.h
-PS_ClearFloat_FL9.input = CLEAR
-PS_ClearFloat_FL9.type = ps_4_0_level_9_3
-PS_ClearFloat_FL9.output = clearfloat11_fl9ps.h
-VS_Clear.input = CLEAR
-VS_Clear.type = vs_4_0
-VS_Clear.output = clear11vs.h
-VS_Multiview_Clear.input = CLEAR
-VS_Multiview_Clear.type = vs_4_0
-VS_Multiview_Clear.output = clear11multiviewvs.h
-GS_Multiview_Clear.input = CLEAR
-GS_Multiview_Clear.type = gs_4_0
-GS_Multiview_Clear.output = clear11multiviewgs.h
-PS_ClearDepth.input = CLEAR
-PS_ClearDepth.type = ps_4_0
-PS_ClearDepth.output = cleardepth11ps.h
-PS_ClearFloat1.input = CLEAR
-PS_ClearFloat1.type = ps_4_0
-PS_ClearFloat1.output = clearfloat11ps1.h
-PS_ClearFloat2.input = CLEAR
-PS_ClearFloat2.type = ps_4_0
-PS_ClearFloat2.output = clearfloat11ps2.h
-PS_ClearFloat3.input = CLEAR
-PS_ClearFloat3.type = ps_4_0
-PS_ClearFloat3.output = clearfloat11ps3.h
-PS_ClearFloat4.input = CLEAR
-PS_ClearFloat4.type = ps_4_0
-PS_ClearFloat4.output = clearfloat11ps4.h
-PS_ClearFloat5.input = CLEAR
-PS_ClearFloat5.type = ps_4_0
-PS_ClearFloat5.output = clearfloat11ps5.h
-PS_ClearFloat6.input = CLEAR
-PS_ClearFloat6.type = ps_4_0
-PS_ClearFloat6.output = clearfloat11ps6.h
-PS_ClearFloat7.input = CLEAR
-PS_ClearFloat7.type = ps_4_0
-PS_ClearFloat7.output = clearfloat11ps7.h
-PS_ClearFloat8.input = CLEAR
-PS_ClearFloat8.type = ps_4_0
-PS_ClearFloat8.output = clearfloat11ps8.h
-PS_ClearUint1.input = CLEAR
-PS_ClearUint1.type = ps_4_0
-PS_ClearUint1.output = clearuint11ps1.h
-PS_ClearUint2.input = CLEAR
-PS_ClearUint2.type = ps_4_0
-PS_ClearUint2.output = clearuint11ps2.h
-PS_ClearUint3.input = CLEAR
-PS_ClearUint3.type = ps_4_0
-PS_ClearUint3.output = clearuint11ps3.h
-PS_ClearUint4.input = CLEAR
-PS_ClearUint4.type = ps_4_0
-PS_ClearUint4.output = clearuint11ps4.h
-PS_ClearUint5.input = CLEAR
-PS_ClearUint5.type = ps_4_0
-PS_ClearUint5.output = clearuint11ps5.h
-PS_ClearUint6.input = CLEAR
-PS_ClearUint6.type = ps_4_0
-PS_ClearUint6.output = clearuint11ps6.h
-PS_ClearUint7.input = CLEAR
-PS_ClearUint7.type = ps_4_0
-PS_ClearUint7.output = clearuint11ps7.h
-PS_ClearUint8.input = CLEAR
-PS_ClearUint8.type = ps_4_0
-PS_ClearUint8.output = clearuint11ps8.h
-PS_ClearSint1.input = CLEAR
-PS_ClearSint1.type = ps_4_0
-PS_ClearSint1.output = clearsint11ps1.h
-PS_ClearSint2.input = CLEAR
-PS_ClearSint2.type = ps_4_0
-PS_ClearSint2.output = clearsint11ps2.h
-PS_ClearSint3.input = CLEAR
-PS_ClearSint3.type = ps_4_0
-PS_ClearSint3.output = clearsint11ps3.h
-PS_ClearSint4.input = CLEAR
-PS_ClearSint4.type = ps_4_0
-PS_ClearSint4.output = clearsint11ps4.h
-PS_ClearSint5.input = CLEAR
-PS_ClearSint5.type = ps_4_0
-PS_ClearSint5.output = clearsint11ps5.h
-PS_ClearSint6.input = CLEAR
-PS_ClearSint6.type = ps_4_0
-PS_ClearSint6.output = clearsint11ps6.h
-PS_ClearSint7.input = CLEAR
-PS_ClearSint7.type = ps_4_0
-PS_ClearSint7.output = clearsint11ps7.h
-PS_ClearSint8.input = CLEAR
-PS_ClearSint8.type = ps_4_0
-PS_ClearSint8.output = clearsint11ps8.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 = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
-VS_BufferToTexture.input = BUFFERTOTEXTURE
-VS_BufferToTexture.type = vs_4_0
-VS_BufferToTexture.output = buffertotexture11_vs.h
-GS_BufferToTexture.input = BUFFERTOTEXTURE
-GS_BufferToTexture.type = gs_4_0
-GS_BufferToTexture.output = buffertotexture11_gs.h
-PS_BufferToTexture_4F.input = BUFFERTOTEXTURE
-PS_BufferToTexture_4F.type = ps_4_0
-PS_BufferToTexture_4F.output = buffertotexture11_ps_4f.h
-PS_BufferToTexture_4I.input = BUFFERTOTEXTURE
-PS_BufferToTexture_4I.type = ps_4_0
-PS_BufferToTexture_4I.output = buffertotexture11_ps_4i.h
-PS_BufferToTexture_4UI.input = BUFFERTOTEXTURE
-PS_BufferToTexture_4UI.type = ps_4_0
-PS_BufferToTexture_4UI.output = buffertotexture11_ps_4ui.h
-
-MULTIPLYALPHA = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl
-PS_FtoF_PM_RGBA.input = MULTIPLYALPHA
-PS_FtoF_PM_RGBA.type = ps_4_0
-PS_FtoF_PM_RGBA.output = multiplyalpha_ftof_pm_rgba_ps.h
-PS_FtoF_UM_RGBA.input = MULTIPLYALPHA
-PS_FtoF_UM_RGBA.type = ps_4_0
-PS_FtoF_UM_RGBA.output = multiplyalpha_ftof_um_rgba_ps.h
-PS_FtoF_PM_RGB.input = MULTIPLYALPHA
-PS_FtoF_PM_RGB.type = ps_4_0
-PS_FtoF_PM_RGB.output = multiplyalpha_ftof_pm_rgb_ps.h
-PS_FtoF_UM_RGB.input = MULTIPLYALPHA
-PS_FtoF_UM_RGB.type = ps_4_0
-PS_FtoF_UM_RGB.output = multiplyalpha_ftof_um_rgb_ps.h
-PS_FtoU_PT_RGBA.input = MULTIPLYALPHA
-PS_FtoU_PT_RGBA.type = ps_4_0
-PS_FtoU_PT_RGBA.output = multiplyalpha_ftou_pt_rgba_ps.h
-PS_FtoU_PM_RGBA.input = MULTIPLYALPHA
-PS_FtoU_PM_RGBA.type = ps_4_0
-PS_FtoU_PM_RGBA.output = multiplyalpha_ftou_pm_rgba_ps.h
-PS_FtoU_UM_RGBA.input = MULTIPLYALPHA
-PS_FtoU_UM_RGBA.type = ps_4_0
-PS_FtoU_UM_RGBA.output = multiplyalpha_ftou_um_rgba_ps.h
-PS_FtoU_PT_RGB.input = MULTIPLYALPHA
-PS_FtoU_PT_RGB.type = ps_4_0
-PS_FtoU_PT_RGB.output = multiplyalpha_ftou_pt_rgb_ps.h
-PS_FtoU_PM_RGB.input = MULTIPLYALPHA
-PS_FtoU_PM_RGB.type = ps_4_0
-PS_FtoU_PM_RGB.output = multiplyalpha_ftou_pm_rgb_ps.h
-PS_FtoU_UM_RGB.input = MULTIPLYALPHA
-PS_FtoU_UM_RGB.type = ps_4_0
-PS_FtoU_UM_RGB.output = multiplyalpha_ftou_um_rgb_ps.h
-PS_FtoF_PM_LUMA.input = MULTIPLYALPHA
-PS_FtoF_PM_LUMA.type = ps_4_0
-PS_FtoF_PM_LUMA.output = multiplyalpha_ftof_pm_luma_ps.h
-PS_FtoF_UM_LUMA.input = MULTIPLYALPHA
-PS_FtoF_UM_LUMA.type = ps_4_0
-PS_FtoF_UM_LUMA.output = multiplyalpha_ftof_um_luma_ps.h
-PS_FtoF_PM_LUMAALPHA.input = MULTIPLYALPHA
-PS_FtoF_PM_LUMAALPHA.type = ps_4_0
-PS_FtoF_PM_LUMAALPHA.output = multiplyalpha_ftof_pm_lumaalpha_ps.h
-PS_FtoF_UM_LUMAALPHA.input = MULTIPLYALPHA
-PS_FtoF_UM_LUMAALPHA.type = ps_4_0
-PS_FtoF_UM_LUMAALPHA.output = multiplyalpha_ftof_um_lumaalpha_ps.h
-
-RESOLVEDEPTHSTENCIL = \
- $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl
-VS_ResolveDepthStencil.input = RESOLVEDEPTHSTENCIL
-VS_ResolveDepthStencil.type = vs_4_1
-VS_ResolveDepthStencil.output = resolvedepthstencil11_vs.h
-PS_ResolveDepth.input = RESOLVEDEPTHSTENCIL
-PS_ResolveDepth.type = ps_4_1
-PS_ResolveDepth.output = resolvedepth11_ps.h
-PS_ResolveDepthStencil.input = RESOLVEDEPTHSTENCIL
-PS_ResolveDepthStencil.type = ps_4_1
-PS_ResolveDepthStencil.output = resolvedepthstencil11_ps.h
-PS_ResolveStencil.input = RESOLVEDEPTHSTENCIL
-PS_ResolveStencil.type = ps_4_1
-PS_ResolveStencil.output = resolvestencil11_ps.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_PassthroughA2D \
- PS_PassthroughLum2D PS_PassthroughLumAlpha2D PS_PassthroughDepth2D \
- VS_Clear_FL9 PS_ClearFloat_FL9 VS_Clear VS_Multiview_Clear \
- GS_Multiview_Clear PS_ClearDepth \
- PS_ClearFloat1 PS_ClearFloat2 PS_ClearFloat3 PS_ClearFloat4 PS_ClearFloat5 \
- PS_ClearFloat6 PS_ClearFloat7 PS_ClearFloat8 \
- PS_ClearUint1 PS_ClearUint2 PS_ClearUint3 PS_ClearUint4 \
- PS_ClearUint5 PS_ClearUint6 PS_ClearUint7 PS_ClearUint8 \
- PS_ClearSint1 PS_ClearSint2 PS_ClearSint3 PS_ClearSint4 \
- PS_ClearSint5 PS_ClearSint6 PS_ClearSint7 PS_ClearSint8 \
- 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 \
- PS_FtoF_PM_RGBA PS_FtoF_UM_RGBA PS_FtoF_PM_RGB PS_FtoF_UM_RGB \
- PS_FtoU_PT_RGBA PS_FtoU_PM_RGBA PS_FtoU_UM_RGBA \
- PS_FtoU_PT_RGB PS_FtoU_PM_RGB PS_FtoU_UM_RGB \
- PS_FtoF_PM_LUMA PS_FtoF_UM_LUMA \
- PS_FtoF_PM_LUMAALPHA PS_FtoF_UM_LUMAALPHA \
- VS_ResolveDepthStencil PS_ResolveDepth PS_ResolveDepthStencil PS_ResolveStencil
-
-# This shader causes an internal compiler error in mingw73. Re-enable it, when
-# our mingw version can handle it.
-!mingw: angle_d3d11: SHADERS += PS_PassthroughRGBA2DMS
-
-# D3D9
-!winrt: SHADERS += standardvs passthroughps \
- luminanceps luminancepremultps luminanceunmultps \
- componentmaskps componentmaskpremultps componentmaskunmultps
-
-# 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/gl2ext_angle.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/gl3platform.h
-gles3_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES3
-INSTALLS += khr_headers gles2_headers
-angle_d3d11: INSTALLS += gles3_headers