// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // precompiled.h: Precompiled header file for libGLESv2. #define GL_APICALL #include #include #define EGLAPI #include #include #include #include #include #include #include #include #include #include #include // for std::min and std::max #include #include #include #include #include #include #include #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY==WINAPI_FAMILY_APP || WINAPI_FAMILY==WINAPI_FAMILY_PHONE_APP) # define ANGLE_OS_WINRT # if WINAPI_FAMILY==WINAPI_FAMILY_PHONE_APP # define ANGLE_OS_WINPHONE # endif #endif #if defined(ANGLE_ENABLE_D3D9) # include #endif #if defined(ANGLE_ENABLE_D3D11) # if !defined(ANGLE_OS_WINRT) # include # else # include # define Sleep(x) WaitForSingleObjectEx(GetCurrentThread(), x, FALSE) # define GetVersion() WINVER # define LoadLibrary(x) LoadPackagedLibrary(x, NULL) # endif # include #endif #if !defined(ANGLE_OS_WINPHONE) # include #endif #ifndef D3DCOMPILE_OPTIMIZATION_LEVEL0 #define D3DCOMPILE_OPTIMIZATION_LEVEL0 (1 << 14) #endif #ifndef D3DCOMPILE_OPTIMIZATION_LEVEL1 #define D3DCOMPILE_OPTIMIZATION_LEVEL1 0 #endif #ifndef D3DCOMPILE_OPTIMIZATION_LEVEL2 #define D3DCOMPILE_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15)) #endif #ifndef D3DCOMPILE_OPTIMIZATION_LEVEL3 #define D3DCOMPILE_OPTIMIZATION_LEVEL3 (1 << 15) #endif #ifndef D3DCOMPILE_DEBUG #define D3DCOMPILE_DEBUG (1 << 0) #endif #ifndef D3DCOMPILE_SKIP_OPTIMIZATION #define D3DCOMPILE_SKIP_OPTIMIZATION (1 << 2) #endif #ifndef D3DCOMPILE_AVOID_FLOW_CONTROL #define D3DCOMPILE_AVOID_FLOW_CONTROL (1 << 9) #endif #ifndef D3DCOMPILE_PREFER_FLOW_CONTROL #define D3DCOMPILE_PREFER_FLOW_CONTROL (1 << 10) #endif #ifdef _MSC_VER #include #endif