diff options
Diffstat (limited to 'src/angle/src/common')
-rw-r--r-- | src/angle/src/common/common.pri | 8 | ||||
-rw-r--r-- | src/angle/src/common/gles_common.pri | 315 |
2 files changed, 251 insertions, 72 deletions
diff --git a/src/angle/src/common/common.pri b/src/angle/src/common/common.pri index c1fad14951..b64dbd3e36 100644 --- a/src/angle/src/common/common.pri +++ b/src/angle/src/common/common.pri @@ -10,7 +10,8 @@ include (../config.pri) INCLUDEPATH += \ $$ANGLE_DIR/src \ - $$ANGLE_DIR/include + $$ANGLE_DIR/include \ + $$ANGLE_DIR/src/common/third_party/base LIBS_PRIVATE = $$QMAKE_LIBS_GUI @@ -37,4 +38,9 @@ winrt|msvc { } } +win32 { + VERSION = $$MODULE_VERSION + CONFIG += skip_target_version_ext +} + static: DEFINES *= LIBGLESV2_EXPORT_H_ ANGLE_EXPORT= diff --git a/src/angle/src/common/gles_common.pri b/src/angle/src/common/gles_common.pri index 82d38a62e6..fdd0e45971 100644 --- a/src/angle/src/common/gles_common.pri +++ b/src/angle/src/common/gles_common.pri @@ -1,7 +1,10 @@ CONFIG += simd no_batch object_parallel_to_source include(common.pri) -INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libANGLE +INCLUDEPATH += \ + $$OUT_PWD/.. \ + $$ANGLE_DIR \ + $$ANGLE_DIR/src/libANGLE # Remember to adapt src/gui/configure.* if the Direct X version changes. !winrt: \ @@ -30,10 +33,8 @@ qtConfig(angle_d3d11_qdtd): DEFINES += ANGLE_D3D11_QDTD_AVAILABLE HEADERS += \ $$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 \ + $$ANGLE_DIR/src/common/version.h \ $$ANGLE_DIR/src/common/MemoryBuffer.h \ $$ANGLE_DIR/src/common/angleutils.h \ $$ANGLE_DIR/src/common/debug.h \ @@ -47,7 +48,6 @@ HEADERS += \ $$ANGLE_DIR/src/libANGLE/Config.h \ $$ANGLE_DIR/src/libANGLE/Constants.h \ $$ANGLE_DIR/src/libANGLE/Context.h \ - $$ANGLE_DIR/src/libANGLE/Data.h \ $$ANGLE_DIR/src/libANGLE/Debug.h \ $$ANGLE_DIR/src/libANGLE/Device.h \ $$ANGLE_DIR/src/libANGLE/Display.h \ @@ -81,21 +81,16 @@ HEADERS += \ $$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 \ @@ -106,8 +101,6 @@ HEADERS += \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/SwapChainD3D.h \ $$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 \ @@ -115,21 +108,15 @@ HEADERS += \ $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.h \ $$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 \ $$ANGLE_DIR/src/libANGLE/Shader.h \ @@ -142,16 +129,11 @@ HEADERS += \ $$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 + $$ANGLE_DIR/src/libGLESv2/resource.h SOURCES += \ $$ANGLE_DIR/src/common/mathutil.cpp \ @@ -161,7 +143,14 @@ SOURCES += \ $$ANGLE_DIR/src/common/debug.cpp \ $$ANGLE_DIR/src/common/event_tracer.cpp \ $$ANGLE_DIR/src/common/Float16ToFloat32.cpp \ - $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.cpp \ + $$ANGLE_DIR/src/common/string_utils.cpp \ + $$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 \ $$ANGLE_DIR/src/libANGLE/Buffer.cpp \ @@ -169,57 +158,75 @@ SOURCES += \ $$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/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 \ - $$ANGLE_DIR/src/libANGLE/renderer/Renderer.cpp \ + $$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/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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/NativeWindowD3D.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/RendererD3D.cpp \ @@ -227,22 +234,20 @@ SOURCES += \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderD3D.cpp \ $$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/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 \ + $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_autogen.cpp \ + $$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.cpp \ - $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0_ext.cpp \ + $$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 \ $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp -SSE2_SOURCES += $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimageSSE2.cpp - angle_d3d11 { HEADERS += \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.h \ @@ -256,8 +261,7 @@ angle_d3d11 { $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/NativeWindow11.h \ $$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 \ @@ -267,7 +271,6 @@ angle_d3d11 { $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table.h \ @@ -277,7 +280,9 @@ angle_d3d11 { $$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 \ @@ -285,21 +290,24 @@ angle_d3d11 { $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.cpp \ $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ProgramPipeline11.cpp \ $$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/swizzle_format_info_autogen.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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp } @@ -327,12 +335,14 @@ angle_d3d11 { SOURCES += \ $$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 \ @@ -343,7 +353,7 @@ angle_d3d11 { $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp \ $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow11Win32.cpp \ $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.cpp } else { HEADERS += \ @@ -354,6 +364,7 @@ angle_d3d11 { 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 } @@ -367,9 +378,6 @@ 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 @@ -378,9 +386,21 @@ 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 = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl VS_Passthrough2D.input = PASSTHROUGH2D @@ -431,29 +451,104 @@ PS_PassthroughR2DUI.output = passthroughr2dui11ps.h PS_PassthroughR2DI.input = PASSTHROUGH2D PS_PassthroughR2DI.type = ps_4_0 PS_PassthroughR2DI.output = passthroughr2di11ps.h +PS_PassthroughA2D.input = PASSTHROUGH2D +PS_PassthroughA2D.type = ps_4_0_level_9_3 +PS_PassthroughA2D.output = passthrougha2d11ps.h +PS_PassthroughRGBA2DMS.input = PASSTHROUGH2D +PS_PassthroughRGBA2DMS.type = ps_4_1 +PS_PassthroughRGBA2DMS.output = passthroughrgba2dms11ps.h CLEAR = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl -VS_ClearFloat.input = CLEAR -VS_ClearFloat.type = vs_4_0_level_9_3 -VS_ClearFloat.output = clearfloat11vs.h +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 -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 +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 = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl VS_Passthrough3D.input = PASSTHROUGH3D @@ -551,15 +646,81 @@ PS_BufferToTexture_4UI.input = BUFFERTOTEXTURE PS_BufferToTexture_4UI.type = ps_4_0 PS_BufferToTexture_4UI.output = buffertotexture11_ps_4ui.h +MULTIPLYALPHA = $$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_ClearFloat VS_ClearUint VS_ClearSint \ - PS_ClearFloat PS_ClearFloat_FL9 PS_ClearUint PS_ClearSint \ + 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 \ @@ -570,10 +731,22 @@ angle_d3d11: SHADERS = VS_Passthrough2D \ 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_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 flipyvs passthroughps luminanceps componentmaskps +!winrt: SHADERS += standardvs passthroughps \ + luminanceps luminancepremultps luminanceunmultps \ + componentmaskps componentmaskpremultps componentmaskunmultps # Generate headers for (SHADER, SHADERS) { @@ -593,11 +766,11 @@ 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 \ - $$ANGLE_DIR/include/GLES3/gl3ext.h \ $$ANGLE_DIR/include/GLES3/gl3platform.h gles3_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES3 INSTALLS += khr_headers gles2_headers |