From 3f1548ae82d4321b6fdbbf127dafbdf385374be0 Mon Sep 17 00:00:00 2001 From: Oliver Wolff Date: Thu, 4 May 2017 10:15:23 +0200 Subject: Restore behavior of using libEGL and libGLESv2 as default for angle MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit As Qt applications using OpenGL are linked against these libs, merging them into QtANGLE by default (780105f9062dec350bbe2a6800c40db3e6382578) was a binary incompatible change. This change restores the default behavior to the one before given change. If the user wants the libraries to be merged, he can pass combined-angle-lib to configure. Task-number: QTBUG-60373 Change-Id: Iedbd3f2ce9284fdde924cfae8d915d6d5fef00db Reviewed-by: Oswald Buddenhagen Reviewed-by: Friedemann Kleint Reviewed-by: Jan Arve Sæther Reviewed-by: Joerg Bornemann --- src/angle/src/common/gles_common.pri | 605 +++++++++++++++++++++++++++++++++++ 1 file changed, 605 insertions(+) create mode 100644 src/angle/src/common/gles_common.pri (limited to 'src/angle/src/common') diff --git a/src/angle/src/common/gles_common.pri b/src/angle/src/common/gles_common.pri new file mode 100644 index 0000000000..7b2e4c71b0 --- /dev/null +++ b/src/angle/src/common/gles_common.pri @@ -0,0 +1,605 @@ +CONFIG += simd no_batch +include(common.pri) + +INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libANGLE + +# Remember to adapt src/gui/configure.* if the Direct X version changes. +!winrt: \ + LIBS_PRIVATE += -ld3d9 +winrt: \ + LIBS_PRIVATE += -ld3dcompiler -ldxgi -ld3d11 + +LIBS_PRIVATE += -ldxguid + +STATICLIBS = translator preprocessor +for(libname, STATICLIBS) { + # Appends 'd' to the library for debug builds and builds up the fully + # qualified path to pass to the linker. + staticlib = $$QT_BUILD_TREE/lib/$${QMAKE_PREFIX_STATICLIB}$$qtLibraryTarget($$libname).$${QMAKE_EXTENSION_STATICLIB} + LIBS_PRIVATE += $$staticlib + PRE_TARGETDEPS += $$staticlib +} + +DEFINES += LIBANGLE_IMPLEMENTATION LIBGLESV2_IMPLEMENTATION GL_APICALL= GL_GLEXT_PROTOTYPES= EGLAPI= +!winrt: DEFINES += ANGLE_ENABLE_D3D9 ANGLE_SKIP_DXGI_1_2_CHECK + +HEADERS += \ + $$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 \ + $$ANGLE_DIR/src/common/MemoryBuffer.h \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/Device.h \ + $$ANGLE_DIR/src/libANGLE/Display.h \ + $$ANGLE_DIR/src/libANGLE/Error.h \ + $$ANGLE_DIR/src/libANGLE/features.h \ + $$ANGLE_DIR/src/libANGLE/Fence.h \ + $$ANGLE_DIR/src/libANGLE/formatutils.h \ + $$ANGLE_DIR/src/libANGLE/Framebuffer.h \ + $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.h \ + $$ANGLE_DIR/src/libANGLE/HandleAllocator.h \ + $$ANGLE_DIR/src/libANGLE/ImageIndex.h \ + $$ANGLE_DIR/src/libANGLE/IndexRangeCache.h \ + $$ANGLE_DIR/src/libANGLE/Program.h \ + $$ANGLE_DIR/src/libANGLE/Query.h \ + $$ANGLE_DIR/src/libANGLE/queryconversions.h \ + $$ANGLE_DIR/src/libANGLE/RefCountObject.h \ + $$ANGLE_DIR/src/libANGLE/Renderbuffer.h \ + $$ANGLE_DIR/src/libANGLE/ResourceManager.h \ + $$ANGLE_DIR/src/libANGLE/Sampler.h \ + $$ANGLE_DIR/src/libANGLE/Shader.h \ + $$ANGLE_DIR/src/libANGLE/State.h \ + $$ANGLE_DIR/src/libANGLE/Surface.h \ + $$ANGLE_DIR/src/libANGLE/Texture.h \ + $$ANGLE_DIR/src/libANGLE/TransformFeedback.h \ + $$ANGLE_DIR/src/libANGLE/Uniform.h \ + $$ANGLE_DIR/src/libANGLE/validationEGL.h \ + $$ANGLE_DIR/src/libANGLE/validationES.h \ + $$ANGLE_DIR/src/libANGLE/validationES2.h \ + $$ANGLE_DIR/src/libANGLE/validationES3.h \ + $$ANGLE_DIR/src/libANGLE/VertexArray.h \ + $$ANGLE_DIR/src/libANGLE/VertexAttribute.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/copyimage.h \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderTargetD3D.h \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/VaryingPacking.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexDataManager.h \ + $$ANGLE_DIR/src/libANGLE/renderer/BufferImpl.h \ + $$ANGLE_DIR/src/libANGLE/renderer/CompilerImpl.h \ + $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.h \ + $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.h \ + $$ANGLE_DIR/src/libANGLE/renderer/FenceNVImpl.h \ + $$ANGLE_DIR/src/libANGLE/renderer/FenceSyncImpl.h \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/State.h \ + $$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 \ + $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.h + +SOURCES += \ + $$ANGLE_DIR/src/common/mathutil.cpp \ + $$ANGLE_DIR/src/common/utilities.cpp \ + $$ANGLE_DIR/src/common/MemoryBuffer.cpp \ + $$ANGLE_DIR/src/common/angleutils.cpp \ + $$ANGLE_DIR/src/common/debug.cpp \ + $$ANGLE_DIR/src/common/event_tracer.cpp \ + $$ANGLE_DIR/src/common/Float16ToFloat32.cpp \ + $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.cpp \ + $$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/Device.cpp \ + $$ANGLE_DIR/src/libANGLE/Display.cpp \ + $$ANGLE_DIR/src/libANGLE/Error.cpp \ + $$ANGLE_DIR/src/libANGLE/Fence.cpp \ + $$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/Image.cpp \ + $$ANGLE_DIR/src/libANGLE/ImageIndex.cpp \ + $$ANGLE_DIR/src/libANGLE/IndexRangeCache.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 \ + $$ANGLE_DIR/src/libANGLE/Renderbuffer.cpp \ + $$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/DeviceImpl.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/DeviceD3D.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.cpp \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp \ + $$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_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 + +SSE2_SOURCES += $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimageSSE2.cpp + +DEBUG_SOURCE = $$ANGLE_DIR/src/libANGLE/Debug.cpp +debug_copy.input = DEBUG_SOURCE +debug_copy.output = $$ANGLE_DIR/src/libANGLE/Debug2.cpp +debug_copy.commands = $$QMAKE_COPY ${QMAKE_FILE_IN} ${QMAKE_FILE_OUT} +debug_copy.variable_out = GENERATED_SOURCES +debug_copy.CONFIG = target_predeps +QMAKE_EXTRA_COMPILERS += debug_copy + +angle_d3d11 { + HEADERS += \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Buffer11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Clear11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_support_table.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/formatutils11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/internal_format_initializer_table.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/load_functions_table.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Query11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Renderer11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/swizzle_format_info.h \ + $$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 \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h + + SOURCES += \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_support_table.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/internal_format_initializer_table.cpp \ + $$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/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/StateManager11.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/Trim11.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp +} + +!winrt { + HEADERS += \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Buffer9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Fence9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/formatutils9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Image9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Query9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Renderer9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/StateManager9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h \ + $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.h + + SOURCES += \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp \ + $$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/StateManager9.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp \ + $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.cpp +} else { + HEADERS += \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h + + SOURCES += \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp \ + $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp +} + +#load_functions.target = load_functions +#load_functions.commands = python $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/gen_load_functions_table.py \ +# > $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/gen_load_functions_table.cpp +#QMAKE_EXTRA_TARGETS += load_functions + +# HLSL shaders +BLITVS = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs +standardvs.input = BLITVS +standardvs.type = vs_2_0 +standardvs.output = standardvs.h +flipyvs.input = BLITVS +flipyvs.type = vs_2_0 +flipyvs.output = flipyvs.h + +BLITPS = $$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 + +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 + +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 + +PASSTHROUGH3D = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl +VS_Passthrough3D.input = PASSTHROUGH3D +VS_Passthrough3D.type = vs_4_0 +VS_Passthrough3D.output = passthrough3d11vs.h +GS_Passthrough3D.input = PASSTHROUGH3D +GS_Passthrough3D.type = gs_4_0 +GS_Passthrough3D.output = passthrough3d11gs.h +PS_PassthroughRGBA3D.input = PASSTHROUGH3D +PS_PassthroughRGBA3D.type = ps_4_0 +PS_PassthroughRGBA3D.output = passthroughrgba3d11ps.h +PS_PassthroughRGBA3DUI.input = PASSTHROUGH3D +PS_PassthroughRGBA3DUI.type = ps_4_0 +PS_PassthroughRGBA3DUI.output = passthroughrgba3dui11ps.h +PS_PassthroughRGBA3DI.input = PASSTHROUGH3D +PS_PassthroughRGBA3DI.type = ps_4_0 +PS_PassthroughRGBA3DI.output = passthroughrgba3di11ps.h +PS_PassthroughRGB3D.input = PASSTHROUGH3D +PS_PassthroughRGB3D.type = ps_4_0 +PS_PassthroughRGB3D.output = passthroughrgb3d11ps.h +PS_PassthroughRGB3DUI.input = PASSTHROUGH3D +PS_PassthroughRGB3DUI.type = ps_4_0 +PS_PassthroughRGB3DUI.output = passthroughrgb3dui11ps.h +PS_PassthroughRGB3DI.input = PASSTHROUGH3D +PS_PassthroughRGB3DI.type = ps_4_0 +PS_PassthroughRGB3DI.output = passthroughrgb3di11ps.h +PS_PassthroughRG3D.input = PASSTHROUGH3D +PS_PassthroughRG3D.type = ps_4_0 +PS_PassthroughRG3D.output = passthroughrg3d11ps.h +PS_PassthroughRG3DUI.input = PASSTHROUGH3D +PS_PassthroughRG3DUI.type = ps_4_0 +PS_PassthroughRG3DUI.output = passthroughrg3dui11ps.h +PS_PassthroughRG3DI.input = PASSTHROUGH3D +PS_PassthroughRG3DI.type = ps_4_0 +PS_PassthroughRG3DI.output = passthroughrg3di11ps.h +PS_PassthroughR3D.input = PASSTHROUGH3D +PS_PassthroughR3D.type = ps_4_0 +PS_PassthroughR3D.output = passthroughr3d11ps.h +PS_PassthroughR3DUI.input = PASSTHROUGH3D +PS_PassthroughR3DUI.type = ps_4_0 +PS_PassthroughR3DUI.output = passthroughr3dui11ps.h +PS_PassthroughR3DI.input = PASSTHROUGH3D +PS_PassthroughR3DI.type = ps_4_0 +PS_PassthroughR3DI.output = passthroughr3di11ps.h +PS_PassthroughLum3D.input = PASSTHROUGH3D +PS_PassthroughLum3D.type = ps_4_0 +PS_PassthroughLum3D.output = passthroughlum3d11ps.h +PS_PassthroughLumAlpha3D.input = PASSTHROUGH3D +PS_PassthroughLumAlpha3D.type = ps_4_0 +PS_PassthroughLumAlpha3D.output = passthroughlumalpha3d11ps.h + +SWIZZLE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl +PS_SwizzleF2D.input = SWIZZLE +PS_SwizzleF2D.type = ps_4_0 +PS_SwizzleF2D.output = swizzlef2dps.h +PS_SwizzleI2D.input = SWIZZLE +PS_SwizzleI2D.type = ps_4_0 +PS_SwizzleI2D.output = swizzlei2dps.h +PS_SwizzleUI2D.input = SWIZZLE +PS_SwizzleUI2D.type = ps_4_0 +PS_SwizzleUI2D.output = swizzleui2dps.h +PS_SwizzleF3D.input = SWIZZLE +PS_SwizzleF3D.type = ps_4_0 +PS_SwizzleF3D.output = swizzlef3dps.h +PS_SwizzleI3D.input = SWIZZLE +PS_SwizzleI3D.type = ps_4_0 +PS_SwizzleI3D.output = swizzlei3dps.h +PS_SwizzleUI3D.input = SWIZZLE +PS_SwizzleUI3D.type = ps_4_0 +PS_SwizzleUI3D.output = swizzleui3dps.h +PS_SwizzleF2DArray.input = SWIZZLE +PS_SwizzleF2DArray.type = ps_4_0 +PS_SwizzleF2DArray.output = swizzlef2darrayps.h +PS_SwizzleI2DArray.input = SWIZZLE +PS_SwizzleI2DArray.type = ps_4_0 +PS_SwizzleI2DArray.output = swizzlei2darrayps.h +PS_SwizzleUI2DArray.input = SWIZZLE +PS_SwizzleUI2DArray.type = ps_4_0 +PS_SwizzleUI2DArray.output = swizzleui2darrayps.h + +BUFFERTOTEXTURE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl +VS_BufferToTexture.input = BUFFERTOTEXTURE +VS_BufferToTexture.type = vs_4_0 +VS_BufferToTexture.output = buffertotexture11_vs.h +GS_BufferToTexture.input = BUFFERTOTEXTURE +GS_BufferToTexture.type = gs_4_0 +GS_BufferToTexture.output = buffertotexture11_gs.h +PS_BufferToTexture_4F.input = BUFFERTOTEXTURE +PS_BufferToTexture_4F.type = ps_4_0 +PS_BufferToTexture_4F.output = buffertotexture11_ps_4f.h +PS_BufferToTexture_4I.input = BUFFERTOTEXTURE +PS_BufferToTexture_4I.type = ps_4_0 +PS_BufferToTexture_4I.output = buffertotexture11_ps_4i.h +PS_BufferToTexture_4UI.input = BUFFERTOTEXTURE +PS_BufferToTexture_4UI.type = ps_4_0 +PS_BufferToTexture_4UI.output = buffertotexture11_ps_4ui.h + +# 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 \ + PS_SwizzleF2D PS_SwizzleI2D PS_SwizzleUI2D \ + PS_SwizzleF3D PS_SwizzleI3D PS_SwizzleUI3D \ + PS_SwizzleF2DArray PS_SwizzleI2DArray PS_SwizzleUI2DArray \ + VS_BufferToTexture GS_BufferToTexture \ + PS_BufferToTexture_4F PS_BufferToTexture_4I PS_BufferToTexture_4UI + +# D3D9 +!winrt: SHADERS += standardvs flipyvs passthroughps luminanceps componentmaskps + +# Generate headers +for (SHADER, SHADERS) { + INPUT = $$eval($${SHADER}.input) + OUT_DIR = $$OUT_PWD/libANGLE/$$relative_path($$dirname($$INPUT), $$ANGLE_DIR/src/libANGLE)/compiled + fxc_$${SHADER}.commands = $$FXC /nologo /E $${SHADER} /T $$eval($${SHADER}.type) /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} + fxc_$${SHADER}.output = $$OUT_DIR/$$eval($${SHADER}.output) + fxc_$${SHADER}.input = $$INPUT + fxc_$${SHADER}.dependency_type = TYPE_C + fxc_$${SHADER}.variable_out = HEADERS + fxc_$${SHADER}.CONFIG += target_predeps + QMAKE_EXTRA_COMPILERS += fxc_$${SHADER} +} + +khr_headers.files = $$ANGLE_DIR/include/KHR/khrplatform.h +khr_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/KHR +gles2_headers.files = \ + $$ANGLE_DIR/include/GLES2/gl2.h \ + $$ANGLE_DIR/include/GLES2/gl2ext.h \ + $$ANGLE_DIR/include/GLES2/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 +angle_d3d11: INSTALLS += gles3_headers -- cgit v1.2.3