CONFIG += simd installed include(../common/common.pri) INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libGLESv2 # Remember to adapt tools/configure/configureapp.cpp 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 += $$staticlib } HEADERS += \ $$ANGLE_DIR/src/common/blocklayout.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/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 \ SOURCES += \ $$ANGLE_DIR/src/common/blocklayout.cpp \ $$ANGLE_DIR/src/common/mathutil.cpp \ $$ANGLE_DIR/src/common/utilities.cpp \ $$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_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 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 } 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/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 \ $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.cpp } else { HEADERS += \ $$ANGLE_DIR/src/common/winrt/CoreWindowNativeWindow.h \ $$ANGLE_DIR/src/common/winrt/InspectableNativeWindow.h \ $$ANGLE_DIR/src/common/winrt/SwapChainPanelNativeWindow.h SOURCES += \ $$ANGLE_DIR/src/common/winrt/CoreWindowNativeWindow.cpp \ $$ANGLE_DIR/src/common/winrt/InspectableNativeWindow.cpp \ $$ANGLE_DIR/src/common/winrt/SwapChainPanelNativeWindow.cpp } !static { DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${TARGET}.def mingw:equals(QT_ARCH, i386): DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${TARGET}_mingw32.def } float_converter.target = float_converter float_converter.commands = python $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.py \ > $$ANGLE_DIR/src/libGLESv2/Float16ToFloat32.cpp QMAKE_EXTRA_TARGETS += float_converter # Generate the shader header files. SHADER9_INPUT_DIR = $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d9/shaders SHADER11_INPUT_DIR = $$ANGLE_DIR/src/libGLESv2/renderer/d3d/d3d11/shaders BLITPS_INPUT = $$SHADER9_INPUT_DIR/Blit.ps BLITPS.shaders = PS_passthrough PS_luminance PS_componentmask BLITPS.profile = 2_0 BLITVS_INPUT = $$SHADER9_INPUT_DIR/Blit.vs BLITVS.shaders = VS_standard VS_flipy BLITVS.profile = 2_0 BUFFERTOTEXTURE_INPUT = $$SHADER11_INPUT_DIR/BufferToTexture11.hlsl BUFFERTOTEXTURE.shaders = \ PS_BufferToTexture_4F PS_BufferToTexture_4I PS_BufferToTexture_4UI \ VS_BufferToTexture GS_BufferToTexture BUFFERTOTEXTURE.profile = 4_0 CLEAR_INPUT = $$SHADER11_INPUT_DIR/Clear11.hlsl CLEAR.shaders = \ PS_ClearUint PS_ClearSint \ VS_ClearUint VS_ClearSint CLEAR.shaders_compat = PS_ClearFloat VS_ClearFloat CLEAR.profile = 4_0 PASSTHROUGH2D_INPUT = $$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 PASSTHROUGH3D_INPUT = $$SHADER11_INPUT_DIR/Passthrough3D11.hlsl PASSTHROUGH3D.shaders = \ PS_PassthroughRGBA3D PS_PassthroughRGBA3DUI PS_PassthroughRGBA3DI \ PS_PassthroughRGB3D PS_PassthroughRGB3DUI PS_PassthroughRGB3DI \ PS_PassthroughRG3D PS_PassthroughRG3DUI PS_PassthroughRG3DI \ PS_PassthroughR3D PS_PassthroughR3DUI PS_PassthroughR3DI \ PS_PassthroughLum3D PS_PassthroughLumAlpha3D \ VS_Passthrough3D GS_Passthrough3D PASSTHROUGH3D.profile = 4_0 SWIZZLE_INPUT = $$SHADER11_INPUT_DIR/Swizzle11.hlsl SWIZZLE.shaders = \ PS_SwizzleI2D PS_SwizzleUI2D \ PS_SwizzleF3D PS_SwizzleI3D PS_SwizzleUI3D \ PS_SwizzleF2DArray PS_SwizzleI2DArray PS_SwizzleUI2DArray SWIZZLE.shaders_compat = PS_SwizzleF2D SWIZZLE.profile = 4_0 angle_d3d11: FXC_JOBS = BUFFERTOTEXTURE CLEAR PASSTHROUGH2D PASSTHROUGH3D SWIZZLE !winrt: FXC_JOBS += BLITPS BLITVS 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}_$${PROFILE} } } khr_headers.files = $$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