diff options
Diffstat (limited to 'src/angle/src/libGLESv2/libGLESv2.pro')
-rw-r--r-- | src/angle/src/libGLESv2/libGLESv2.pro | 157 |
1 files changed, 80 insertions, 77 deletions
diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro index 75853e219e..6176016f13 100644 --- a/src/angle/src/libGLESv2/libGLESv2.pro +++ b/src/angle/src/libGLESv2/libGLESv2.pro @@ -7,13 +7,13 @@ include(../common/common.pri) INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libGLESv2 # Remember to adapt tools/configure/configureapp.cpp if the Direct X version changes. -angle_d3d11 { +angle_d3d11: \ LIBS_PRIVATE += -ldxgi -ld3d11 -} else { +!winrt: \ LIBS_PRIVATE += -ld3d9 -} + LIBS_PRIVATE += -ldxguid -STATICLIBS = translator_common translator_hlsl preprocessor +STATICLIBS = translator preprocessor for(libname, STATICLIBS) { # Appends 'd' to the library for debug builds and builds up the fully @@ -93,67 +93,69 @@ SSE2_SOURCES += $$ANGLE_DIR/src/libGLESv2/renderer/ImageSSE2.cpp angle_d3d11 { HEADERS += \ - $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Fence11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Image11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/InputLayoutCache.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Query11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Renderer11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/renderer11_utils.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderStateCache.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage11.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer11.h + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/BufferStorage11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Fence11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Image11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/IndexBuffer11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/InputLayoutCache.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Query11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Renderer11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/renderer11_utils.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderTarget11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderStateCache.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/ShaderExecutable11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/SwapChain11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/TextureStorage11.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/VertexBuffer11.h SOURCES += \ - $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Fence11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Image11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/InputLayoutCache.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Query11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Renderer11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/renderer11_utils.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderStateCache.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage11.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer11.cpp -} else { + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/BufferStorage11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Fence11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Image11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/IndexBuffer11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Query11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/Renderer11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderTarget11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/ShaderExecutable11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/SwapChain11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/VertexBuffer11.cpp +} + +!winrt { HEADERS += \ - $$ANGLE_DIR/src/libGLESv2/renderer/Blit.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Fence9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Image9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Query9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/Renderer9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/renderer9_utils.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage9.h \ - $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer9.h + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Blit.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/BufferStorage9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Fence9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Image9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/IndexBuffer9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Query9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Renderer9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/renderer9_utils.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/RenderTarget9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/ShaderExecutable9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/SwapChain9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/TextureStorage9.h \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/VertexBuffer9.h SOURCES += \ - $$ANGLE_DIR/src/libGLESv2/renderer/Blit.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/BufferStorage9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Fence9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Image9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/IndexBuffer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Query9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/Renderer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/renderer9_utils.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/RenderTarget9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/ShaderExecutable9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/SwapChain9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/TextureStorage9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/VertexBuffer9.cpp \ - $$ANGLE_DIR/src/libGLESv2/renderer/VertexDeclarationCache.cpp + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Blit.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/BufferStorage9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Fence9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Image9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/IndexBuffer9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Query9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/Renderer9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/renderer9_utils.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/RenderTarget9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/ShaderExecutable9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/SwapChain9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/TextureStorage9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/VertexBuffer9.cpp \ + $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.cpp } !static { @@ -167,10 +169,10 @@ float_converter.commands = python $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.py QMAKE_EXTRA_TARGETS += float_converter # Generate the shader header files. -PS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Blit.ps -VS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Blit.vs -PASSTHROUGH_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Passthrough11.hlsl -CLEAR_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/shaders/Clear11.hlsl +PS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/shaders/Blit.ps +VS_BLIT_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d9/shaders/Blit.vs +PASSTHROUGH_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/shaders/Passthrough11.hlsl +CLEAR_INPUT = $$ANGLE_DIR/src/libGLESv2/renderer/d3d11/shaders/Clear11.hlsl PIXEL_SHADERS_BLIT = passthroughps luminanceps componentmaskps PIXEL_SHADERS_PASSTHROUGH = PassthroughRGBA PassthroughRGB \ PassthroughLum PassthroughLumAlpha @@ -178,61 +180,62 @@ PIXEL_SHADERS_CLEAR = ClearSingle ClearMultiple VERTEX_SHADERS_BLIT = standardvs flipyvs VERTEX_SHADERS_PASSTHROUGH = Passthrough VERTEX_SHADERS_CLEAR = Clear -SHADER_DIR = $$OUT_PWD/renderer/shaders/compiled +SHADER_DIR_9 = $$OUT_PWD/renderer/d3d9/shaders/compiled +SHADER_DIR_11 = $$OUT_PWD/renderer/d3d11/shaders/compiled for (ps, PIXEL_SHADERS_BLIT) { fxc_ps_$${ps}.commands = $$FXC /nologo /E $$ps /T ps_2_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}.h + fxc_ps_$${ps}.output = $$SHADER_DIR_9/$${ps}.h fxc_ps_$${ps}.input = PS_BLIT_INPUT fxc_ps_$${ps}.dependency_type = TYPE_C fxc_ps_$${ps}.variable_out = HEADERS fxc_ps_$${ps}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps} + !winrt: QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps} } for (ps, PIXEL_SHADERS_PASSTHROUGH) { fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h + fxc_ps_$${ps}.output = $$SHADER_DIR_11/$${ps}11ps.h fxc_ps_$${ps}.input = PASSTHROUGH_INPUT fxc_ps_$${ps}.dependency_type = TYPE_C fxc_ps_$${ps}.variable_out = HEADERS fxc_ps_$${ps}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps} + angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps} } for (ps, PIXEL_SHADERS_CLEAR) { fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h + fxc_ps_$${ps}.output = $$SHADER_DIR_11/$${ps}11ps.h fxc_ps_$${ps}.input = CLEAR_INPUT fxc_ps_$${ps}.dependency_type = TYPE_C fxc_ps_$${ps}.variable_out = HEADERS fxc_ps_$${ps}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps} + angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps} } for (vs, VERTEX_SHADERS_BLIT) { fxc_vs_$${vs}.commands = $$FXC /nologo /E $$vs /T vs_2_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}.h + fxc_vs_$${vs}.output = $$SHADER_DIR_9/$${vs}.h fxc_vs_$${vs}.input = VS_BLIT_INPUT fxc_vs_$${vs}.dependency_type = TYPE_C fxc_vs_$${vs}.variable_out = HEADERS fxc_vs_$${vs}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs} + !winrt: QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs} } for (vs, VERTEX_SHADERS_PASSTHROUGH) { fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h + fxc_vs_$${vs}.output = $$SHADER_DIR_11/$${vs}11vs.h fxc_vs_$${vs}.input = PASSTHROUGH_INPUT fxc_vs_$${vs}.dependency_type = TYPE_C fxc_vs_$${vs}.variable_out = HEADERS fxc_vs_$${vs}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs} + angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs} } for (vs, VERTEX_SHADERS_CLEAR) { fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} - fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h + fxc_vs_$${vs}.output = $$SHADER_DIR_11/$${vs}11vs.h fxc_vs_$${vs}.input = CLEAR_INPUT fxc_vs_$${vs}.dependency_type = TYPE_C fxc_vs_$${vs}.variable_out = HEADERS fxc_vs_$${vs}.CONFIG += target_predeps - QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs} + angle_d3d11: QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs} } load(qt_installs) |