TEMPLATE = lib TARGET = $$qtLibraryTarget(libGLESv2) CONFIG += simd include(../common/common.pri) INCLUDEPATH += $$OUT_PWD/.. # Remember to adapt tools/configure/configureapp.cpp if the Direct X version changes. LIBS += -ld3d9 -ld3dcompiler STATICLIBS = translator_common translator_hlsl 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).$${QMAKE_EXTENSION_STATICLIB} LIBS += $$staticlib PRE_TARGETDEPS += $$staticlib } HEADERS += \ $$ANGLE_DIR/src/libGLESv2/BinaryStream.h \ $$ANGLE_DIR/src/libGLESv2/Blit.h \ $$ANGLE_DIR/src/libGLESv2/Buffer.h \ $$ANGLE_DIR/src/libGLESv2/Context.h \ $$ANGLE_DIR/src/libGLESv2/D3DConstantTable.h \ $$ANGLE_DIR/src/libGLESv2/Fence.h \ $$ANGLE_DIR/src/libGLESv2/Framebuffer.h \ $$ANGLE_DIR/src/libGLESv2/HandleAllocator.h \ $$ANGLE_DIR/src/libGLESv2/IndexDataManager.h \ $$ANGLE_DIR/src/libGLESv2/main.h \ $$ANGLE_DIR/src/libGLESv2/mathutil.h \ $$ANGLE_DIR/src/libGLESv2/Program.h \ $$ANGLE_DIR/src/libGLESv2/ProgramBinary.h \ $$ANGLE_DIR/src/libGLESv2/Query.h \ $$ANGLE_DIR/src/libGLESv2/Renderbuffer.h \ $$ANGLE_DIR/src/libGLESv2/resource.h \ $$ANGLE_DIR/src/libGLESv2/ResourceManager.h \ $$ANGLE_DIR/src/libGLESv2/Shader.h \ $$ANGLE_DIR/src/libGLESv2/Texture.h \ $$ANGLE_DIR/src/libGLESv2/utilities.h \ $$ANGLE_DIR/src/libGLESv2/vertexconversion.h \ $$ANGLE_DIR/src/libGLESv2/VertexDataManager.h SOURCES += \ $$ANGLE_DIR/src/libGLESv2/Blit.cpp \ $$ANGLE_DIR/src/libGLESv2/Buffer.cpp \ $$ANGLE_DIR/src/libGLESv2/Context.cpp \ $$ANGLE_DIR/src/libGLESv2/D3DConstantTable.cpp \ $$ANGLE_DIR/src/libGLESv2/Fence.cpp \ $$ANGLE_DIR/src/libGLESv2/Framebuffer.cpp \ $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.cpp \ $$ANGLE_DIR/src/libGLESv2/HandleAllocator.cpp \ $$ANGLE_DIR/src/libGLESv2/IndexDataManager.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/Renderbuffer.cpp \ $$ANGLE_DIR/src/libGLESv2/ResourceManager.cpp \ $$ANGLE_DIR/src/libGLESv2/Shader.cpp \ $$ANGLE_DIR/src/libGLESv2/Texture.cpp \ $$ANGLE_DIR/src/libGLESv2/utilities.cpp \ $$ANGLE_DIR/src/libGLESv2/VertexDataManager.cpp SSE2_SOURCES += $$ANGLE_DIR/src/libGLESv2/TextureSSE2.cpp !static:DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${TARGET}.def float_converter.target = float_converter float_converter.commands = python $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.py \ > $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.cpp QMAKE_EXTRA_TARGETS += float_converter # Generate the shader header files. PS_INPUT = $$ANGLE_DIR/src/libGLESv2/shaders/Blit.ps VS_INPUT = $$ANGLE_DIR/src/libGLESv2/shaders/Blit.vs PIXEL_SHADERS = passthroughps luminanceps componentmaskps VERTEX_SHADERS = standardvs flipyvs SHADER_DIR = $$OUT_PWD/shaders for (ps, PIXEL_SHADERS) { fxc_$${ps}.commands = $$FXC /nologo /E $$ps /T ps_2_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} fxc_$${ps}.output = $$SHADER_DIR/$${ps}.h fxc_$${ps}.input = PS_INPUT fxc_$${ps}.dependency_type = TYPE_C fxc_$${ps}.variable_out = HEADERS QMAKE_EXTRA_COMPILERS += fxc_$${ps} } for (vs, VERTEX_SHADERS) { fxc_$${vs}.commands = $$FXC /nologo /E $$vs /T vs_2_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} fxc_$${vs}.output = $$SHADER_DIR/$${vs}.h fxc_$${vs}.input = VS_INPUT fxc_$${vs}.dependency_type = TYPE_C fxc_$${vs}.variable_out = HEADERS QMAKE_EXTRA_COMPILERS += fxc_$${vs} } load(qt_installs) khr_headers.files = $$ANGLE_DIR/include/KHR/khrplatform.h khr_headers.path = $$[QT_INSTALL_HEADERS]/KHR gles2_headers.files = \ $$ANGLE_DIR/include/GLES2/gl2.h \ $$ANGLE_DIR/include/GLES2/gl2ext.h \ $$ANGLE_DIR/include/GLES2/gl2platform.h gles2_headers.path = $$[QT_INSTALL_HEADERS]/GLES2 INSTALLS += khr_headers gles2_headers