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-rw-r--r--src/angle/src/libGLESv2/libGLESv2.pro760
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