diff options
Diffstat (limited to 'src/angle/src/libGLESv2/libGLESv2.pro')
-rw-r--r-- | src/angle/src/libGLESv2/libGLESv2.pro | 760 |
1 files changed, 490 insertions, 270 deletions
diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro index 705768d17d..a783318bb1 100644 --- a/src/angle/src/libGLESv2/libGLESv2.pro +++ b/src/angle/src/libGLESv2/libGLESv2.pro @@ -1,7 +1,7 @@ CONFIG += simd installed include(../common/common.pri) -INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libGLESv2 +INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libANGLE # Remember to adapt tools/configure/configureapp.cpp if the Direct X version changes. !winrt: \ @@ -20,237 +20,310 @@ for(libname, STATICLIBS) { PRE_TARGETDEPS += $$staticlib } +DEFINES += LIBANGLE_IMPLEMENTATION LIBGLESV2_IMPLEMENTATION GL_APICALL= GL_GLEXT_PROTOTYPES= EGLAPI= ANGLE_ENABLE_D3D11 +!winrt: DEFINES += ANGLE_ENABLE_D3D9 ANGLE_SKIP_DXGI_1_2_CHECK + HEADERS += \ $$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/NativeWindow.h \ - $$ANGLE_DIR/src/libGLESv2/angletypes.h \ - $$ANGLE_DIR/src/libGLESv2/BinaryStream.h \ - $$ANGLE_DIR/src/libGLESv2/Buffer.h \ - $$ANGLE_DIR/src/libGLESv2/Caps.h \ - $$ANGLE_DIR/src/libGLESv2/Context.h \ - $$ANGLE_DIR/src/libGLESv2/Data.h \ - $$ANGLE_DIR/src/libGLESv2/Error.h \ - $$ANGLE_DIR/src/libGLESv2/Fence.h \ - $$ANGLE_DIR/src/libGLESv2/formatutils.h \ - $$ANGLE_DIR/src/libGLESv2/Framebuffer.h \ - $$ANGLE_DIR/src/libGLESv2/FramebufferAttachment.h \ - $$ANGLE_DIR/src/libGLESv2/HandleAllocator.h \ - $$ANGLE_DIR/src/libGLESv2/ImageIndex.h \ - $$ANGLE_DIR/src/libGLESv2/main.h \ - $$ANGLE_DIR/src/libGLESv2/Program.h \ - $$ANGLE_DIR/src/libGLESv2/ProgramBinary.h \ - $$ANGLE_DIR/src/libGLESv2/Query.h \ - $$ANGLE_DIR/src/libGLESv2/queryconversions.h \ - $$ANGLE_DIR/src/libGLESv2/Renderbuffer.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/BufferImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/copyimage.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/copyvertex.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/BufferD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/DynamicHLSL.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/HLSLCompiler.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/ImageD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/IndexBuffer.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/IndexDataManager.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/MemoryBuffer.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/ProgramD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/RenderbufferD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/RendererD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/ShaderD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/TextureD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/TextureStorage.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/TransformFeedbackD3D.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/VertexArrayImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/VertexBuffer.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/vertexconversion.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/VertexDataManager.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/FenceImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/generatemip.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Image.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/imageformats.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/IndexCacheRange.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/loadimage.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/ProgramImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/QueryImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderbufferImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Renderer.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/ShaderImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/TextureImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/TextureFeedbackImpl.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/VertexDeclarationCache.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Workarounds.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 \ + $$ANGLE_DIR/src/libANGLE/Display.h \ + $$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/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/DisplayD3D.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.h \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.h \ + $$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/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/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/IndexRangeCache.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 \ - $$ANGLE_DIR/src/libGLESv2/ResourceManager.h \ - $$ANGLE_DIR/src/libGLESv2/Sampler.h \ - $$ANGLE_DIR/src/libGLESv2/Shader.h \ - $$ANGLE_DIR/src/libGLESv2/State.h \ - $$ANGLE_DIR/src/libGLESv2/Texture.h \ - $$ANGLE_DIR/src/libGLESv2/TransformFeedback.h \ - $$ANGLE_DIR/src/libGLESv2/Uniform.h \ - $$ANGLE_DIR/src/libGLESv2/validationES.h \ - $$ANGLE_DIR/src/libGLESv2/validationES2.h \ - $$ANGLE_DIR/src/libGLESv2/validationES3.h \ - $$ANGLE_DIR/src/libGLESv2/VertexArray.h \ - $$ANGLE_DIR/src/libGLESv2/VertexAttribute.h \ - $$ANGLE_DIR/src/libGLESv2/vertexconversion.h \ - $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.h \ + $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.h SOURCES += \ - $$ANGLE_DIR/src/common/blocklayout.cpp \ $$ANGLE_DIR/src/common/mathutil.cpp \ $$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 \ $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.cpp \ - $$ANGLE_DIR/src/libGLESv2/angletypes.cpp \ - $$ANGLE_DIR/src/libGLESv2/Buffer.cpp \ - $$ANGLE_DIR/src/libGLESv2/Caps.cpp \ - $$ANGLE_DIR/src/libGLESv2/Context.cpp \ - $$ANGLE_DIR/src/libGLESv2/Data.cpp \ - $$ANGLE_DIR/src/libGLESv2/Error.cpp \ - $$ANGLE_DIR/src/libGLESv2/Fence.cpp \ - $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.cpp \ - $$ANGLE_DIR/src/libGLESv2/Framebuffer.cpp \ - $$ANGLE_DIR/src/libGLESv2/FramebufferAttachment.cpp \ - $$ANGLE_DIR/src/libGLESv2/formatutils.cpp \ - $$ANGLE_DIR/src/libGLESv2/HandleAllocator.cpp \ - $$ANGLE_DIR/src/libGLESv2/ImageIndex.cpp \ - $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp \ - $$ANGLE_DIR/src/libGLESv2/main.cpp \ - $$ANGLE_DIR/src/libGLESv2/Program.cpp \ - $$ANGLE_DIR/src/libGLESv2/ProgramBinary.cpp \ - $$ANGLE_DIR/src/libGLESv2/Query.cpp \ - $$ANGLE_DIR/src/libGLESv2/queryconversions.cpp \ - $$ANGLE_DIR/src/libGLESv2/Renderbuffer.cpp \ - $$ANGLE_DIR/src/libGLESv2/ResourceManager.cpp \ - $$ANGLE_DIR/src/libGLESv2/Sampler.cpp \ - $$ANGLE_DIR/src/libGLESv2/Shader.cpp \ - $$ANGLE_DIR/src/libGLESv2/State.cpp \ - $$ANGLE_DIR/src/libGLESv2/Texture.cpp \ - $$ANGLE_DIR/src/libGLESv2/TransformFeedback.cpp \ - $$ANGLE_DIR/src/libGLESv2/Uniform.cpp \ - $$ANGLE_DIR/src/libGLESv2/validationES.cpp \ - $$ANGLE_DIR/src/libGLESv2/validationES2.cpp \ - $$ANGLE_DIR/src/libGLESv2/validationES3.cpp \ - $$ANGLE_DIR/src/libGLESv2/VertexArray.cpp \ - $$ANGLE_DIR/src/libGLESv2/VertexAttribute.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/copyimage.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/loadimage.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Image.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/IndexRangeCache.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/ProgramImpl.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderbufferImpl.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Renderer.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/BufferD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/ImageD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/IndexBuffer.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/IndexDataManager.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/MemoryBuffer.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/ProgramD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/RenderbufferD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/RendererD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/ShaderD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/TextureD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/TextureStorage.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/TransformFeedbackD3D.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/VertexBuffer.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/VertexDataManager.cpp + $$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/Display.cpp \ + $$ANGLE_DIR/src/libANGLE/Error.cpp \ + $$ANGLE_DIR/src/libANGLE/Fence.cpp \ + $$ANGLE_DIR/src/libANGLE/Float16ToFloat32.cpp \ + $$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/ImageIndex.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 \ + $$ANGLE_DIR/src/libANGLE/RefCountObject.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/IndexRangeCache.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/ProgramImpl.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/RenderbufferImpl.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/DisplayD3D.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimageSSE2.cpp \ + $$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/TextureStorage.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp \ + $$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 \ + $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp + angle_d3d11 { HEADERS += \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Blit11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Clear11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Fence11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/formatutils11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Image11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Query11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h + $$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/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/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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h \ + $$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/VertexBuffer11.h SOURCES += \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp \ + $$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/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/SwapChain11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp } -SSE2_SOURCES += $$ANGLE_DIR/src/libGLESv2/renderer/loadimageSSE2.cpp - !winrt { HEADERS += \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Blit9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Buffer9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Fence9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/formatutils9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Image9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Query9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.h \ + $$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/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/common/win32/NativeWindow.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Blit9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Buffer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Fence9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Image9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Query9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp \ + $$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 += \ - $$ANGLE_DIR/src/common/winrt/CoreWindowNativeWindow.h \ - $$ANGLE_DIR/src/common/winrt/InspectableNativeWindow.h \ - $$ANGLE_DIR/src/common/winrt/SwapChainPanelNativeWindow.h + $$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 += \ - $$ANGLE_DIR/src/common/winrt/CoreWindowNativeWindow.cpp \ - $$ANGLE_DIR/src/common/winrt/InspectableNativeWindow.cpp \ - $$ANGLE_DIR/src/common/winrt/SwapChainPanelNativeWindow.cpp + $$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 { @@ -259,87 +332,234 @@ SSE2_SOURCES += $$ANGLE_DIR/src/libGLESv2/renderer/loadimageSSE2.cpp } float_converter.target = float_converter -float_converter.commands = python $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.py \ - > $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.cpp +float_converter.commands = python $$ANGLE_DIR/src/libANGLE/Float16ToFloat32.py \ + > $$ANGLE_DIR/src/libANGLE/Float16ToFloat32.cpp QMAKE_EXTRA_TARGETS += float_converter -# Generate the shader header files. -SHADER9_INPUT_DIR = $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/shaders -SHADER11_INPUT_DIR = $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/shaders +# HLSL shaders +BLITVS = $$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 = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps +passthroughps.input = BLITPS +passthroughps.type = ps_2_0 +passthroughps.output = passthroughps.h +luminanceps.input = BLITPS +luminanceps.type = ps_2_0 +luminanceps.output = luminanceps.h +componentmaskps.input = BLITPS +componentmaskps.type = ps_2_0 +componentmaskps.output = componentmaskps.h -BLITPS_INPUT = $$SHADER9_INPUT_DIR/Blit.ps -BLITPS.shaders = PS_passthrough PS_luminance PS_componentmask -BLITPS.profile = 2_0 +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 -BLITVS_INPUT = $$SHADER9_INPUT_DIR/Blit.vs -BLITVS.shaders = VS_standard VS_flipy -BLITVS.profile = 2_0 +CLEAR = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl +VS_ClearFloat.input = CLEAR +VS_ClearFloat.type = vs_4_0_level_9_3 +VS_ClearFloat.output = clearfloat11vs.h +PS_ClearFloat_FL9.input = CLEAR +PS_ClearFloat_FL9.type = ps_4_0_level_9_3 +PS_ClearFloat_FL9.output = clearfloat11_fl9ps.h +PS_ClearFloat.input = CLEAR +PS_ClearFloat.type = ps_4_0 +PS_ClearFloat.output = clearfloat11ps.h +VS_ClearUint.input = CLEAR +VS_ClearUint.type = vs_4_0 +VS_ClearUint.output = clearuint11vs.h +PS_ClearUint.input = CLEAR +PS_ClearUint.type = ps_4_0 +PS_ClearUint.output = clearuint11ps.h +VS_ClearSint.input = CLEAR +VS_ClearSint.type = vs_4_0 +VS_ClearSint.output = clearsint11vs.h +PS_ClearSint.input = CLEAR +PS_ClearSint.type = ps_4_0 +PS_ClearSint.output = clearsint11ps.h -BUFFERTOTEXTURE_INPUT = $$SHADER11_INPUT_DIR/BufferToTexture11.hlsl -BUFFERTOTEXTURE.shaders = \ - PS_BufferToTexture_4F PS_BufferToTexture_4I PS_BufferToTexture_4UI \ - VS_BufferToTexture GS_BufferToTexture -BUFFERTOTEXTURE.profile = 4_0 +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 -CLEAR_INPUT = $$SHADER11_INPUT_DIR/Clear11.hlsl -CLEAR.shaders = \ - PS_ClearUint PS_ClearSint \ - VS_ClearUint VS_ClearSint -CLEAR.shaders_compat = PS_ClearFloat VS_ClearFloat -CLEAR.profile = 4_0 +SWIZZLE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl +PS_SwizzleF2D.input = SWIZZLE +PS_SwizzleF2D.type = ps_4_0 +PS_SwizzleF2D.output = swizzlef2dps.h +PS_SwizzleI2D.input = SWIZZLE +PS_SwizzleI2D.type = ps_4_0 +PS_SwizzleI2D.output = swizzlei2dps.h +PS_SwizzleUI2D.input = SWIZZLE +PS_SwizzleUI2D.type = ps_4_0 +PS_SwizzleUI2D.output = swizzleui2dps.h +PS_SwizzleF3D.input = SWIZZLE +PS_SwizzleF3D.type = ps_4_0 +PS_SwizzleF3D.output = swizzlef3dps.h +PS_SwizzleI3D.input = SWIZZLE +PS_SwizzleI3D.type = ps_4_0 +PS_SwizzleI3D.output = swizzlei3dps.h +PS_SwizzleUI3D.input = SWIZZLE +PS_SwizzleUI3D.type = ps_4_0 +PS_SwizzleUI3D.output = swizzleui3dps.h +PS_SwizzleF2DArray.input = SWIZZLE +PS_SwizzleF2DArray.type = ps_4_0 +PS_SwizzleF2DArray.output = swizzlef2darrayps.h +PS_SwizzleI2DArray.input = SWIZZLE +PS_SwizzleI2DArray.type = ps_4_0 +PS_SwizzleI2DArray.output = swizzlei2darrayps.h +PS_SwizzleUI2DArray.input = SWIZZLE +PS_SwizzleUI2DArray.type = ps_4_0 +PS_SwizzleUI2DArray.output = swizzleui2darrayps.h -PASSTHROUGH2D_INPUT = $$SHADER11_INPUT_DIR/Passthrough2D11.hlsl -PASSTHROUGH2D.shaders = \ - PS_PassthroughRGBA2DUI PS_PassthroughRGBA2DI \ - PS_PassthroughRGB2DUI PS_PassthroughRGB2DI \ - PS_PassthroughRG2DUI PS_PassthroughRG2DI \ - PS_PassthroughR2DUI PS_PassthroughR2DI \ - PS_PassthroughDepth2D -PASSTHROUGH2D.shaders_compat = \ - PS_PassthroughRGBA2D PS_PassthroughRGB2D \ - PS_PassthroughRG2D PS_PassthroughR2D \ - PS_PassthroughLum2D PS_PassthroughLumAlpha2D \ - VS_Passthrough2D -PASSTHROUGH2D.profile = 4_0 +BUFFERTOTEXTURE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl +VS_BufferToTexture.input = BUFFERTOTEXTURE +VS_BufferToTexture.type = vs_4_0 +VS_BufferToTexture.output = buffertotexture11_vs.h +GS_BufferToTexture.input = BUFFERTOTEXTURE +GS_BufferToTexture.type = gs_4_0 +GS_BufferToTexture.output = buffertotexture11_gs.h +PS_BufferToTexture_4F.input = BUFFERTOTEXTURE +PS_BufferToTexture_4F.type = ps_4_0 +PS_BufferToTexture_4F.output = buffertotexture11_ps_4f.h +PS_BufferToTexture_4I.input = BUFFERTOTEXTURE +PS_BufferToTexture_4I.type = ps_4_0 +PS_BufferToTexture_4I.output = buffertotexture11_ps_4i.h +PS_BufferToTexture_4UI.input = BUFFERTOTEXTURE +PS_BufferToTexture_4UI.type = ps_4_0 +PS_BufferToTexture_4UI.output = buffertotexture11_ps_4ui.h -PASSTHROUGH3D_INPUT = $$SHADER11_INPUT_DIR/Passthrough3D11.hlsl -PASSTHROUGH3D.shaders = \ +# 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 \ - VS_Passthrough3D GS_Passthrough3D -PASSTHROUGH3D.profile = 4_0 - -SWIZZLE_INPUT = $$SHADER11_INPUT_DIR/Swizzle11.hlsl -SWIZZLE.shaders = \ - PS_SwizzleI2D PS_SwizzleUI2D \ + PS_SwizzleF2D PS_SwizzleI2D PS_SwizzleUI2D \ PS_SwizzleF3D PS_SwizzleI3D PS_SwizzleUI3D \ - PS_SwizzleF2DArray PS_SwizzleI2DArray PS_SwizzleUI2DArray -SWIZZLE.shaders_compat = PS_SwizzleF2D -SWIZZLE.profile = 4_0 + PS_SwizzleF2DArray PS_SwizzleI2DArray PS_SwizzleUI2DArray \ + VS_BufferToTexture GS_BufferToTexture \ + PS_BufferToTexture_4F PS_BufferToTexture_4I PS_BufferToTexture_4UI -angle_d3d11: FXC_JOBS = BUFFERTOTEXTURE CLEAR PASSTHROUGH2D PASSTHROUGH3D SWIZZLE -!winrt: FXC_JOBS += BLITPS BLITVS +# D3D9 +!winrt: SHADERS += standardvs flipyvs passthroughps luminanceps componentmaskps -for (JOB, FXC_JOBS) { - INPUT = $${JOB}_INPUT - OUT_DIR = $$OUT_PWD/$$relative_path($$dirname($$INPUT), $$ANGLE_DIR/src/libGLESv2)/compiled - SHADERS_COMPAT = $$eval($${JOB}.shaders_compat) - SHADERS = $$eval($${JOB}.shaders) $$SHADERS_COMPAT - for(SHADER, SHADERS) { - TYPE = $$lower($$section(SHADER, _, 0, 0)) - PROFILE = $${TYPE}_$$eval($${JOB}.profile) - contains(SHADERS_COMPAT, $$SHADER): PROFILE = $${PROFILE}_level_9_1 - fxc_$${SHADER}_$${PROFILE}.commands = $$FXC /nologo /E $${SHADER} /T $${PROFILE} /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_$${SHADER}_$${PROFILE}.output = $$OUT_DIR/$$section(SHADER, _, 1)$${TYPE}.h - fxc_$${SHADER}_$${PROFILE}.input = $$INPUT - fxc_$${SHADER}_$${PROFILE}.dependency_type = TYPE_C - fxc_$${SHADER}_$${PROFILE}.variable_out = HEADERS - fxc_$${SHADER}_$${PROFILE}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_$${SHADER}_$${PROFILE} - } +# 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 |