CONFIG += simd installed include(../common/common.pri) INCLUDEPATH += $$OUT_PWD/.. $$ANGLE_DIR/src/libANGLE # 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 += $$staticlib } DEFINES += LIBANGLE_IMPLEMENTATION LIBGLESV2_IMPLEMENTATION GL_APICALL= GL_GLEXT_PROTOTYPES= EGLAPI= !winrt: DEFINES += ANGLE_ENABLE_D3D9 ANGLE_SKIP_DXGI_1_2_CHECK HEADERS += \ $$ANGLE_DIR/src/common/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/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 \ $$ANGLE_DIR/src/libANGLE/Program.h \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/DisplayD3D.h \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.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/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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.h \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexDataManager.h \ $$ANGLE_DIR/src/libANGLE/renderer/BufferImpl.h \ $$ANGLE_DIR/src/libANGLE/renderer/CompilerImpl.h \ $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.h \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/IndexRangeCache.h \ $$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 \ $$ANGLE_DIR/src/third_party/murmurhash/MurmurHash3.cpp \ $$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/Display.cpp \ $$ANGLE_DIR/src/libANGLE/Error.cpp \ $$ANGLE_DIR/src/libANGLE/Fence.cpp \ $$ANGLE_DIR/src/libANGLE/Float16ToFloat32.cpp \ $$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/ImageIndex.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 \ $$ANGLE_DIR/src/libANGLE/RefCountObject.cpp \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/IndexRangeCache.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/ProgramImpl.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/RenderbufferImpl.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/DisplayD3D.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.cpp \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/loadimageSSE2.cpp \ $$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/TextureStorage.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp \ $$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 \ $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp angle_d3d11 { HEADERS += \ $$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/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/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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h \ $$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/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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp \ $$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/SwapChain11.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp } !winrt { HEADERS += \ $$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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h \ $$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/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 \ $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp } !static { DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${TARGET}.def mingw:equals(QT_ARCH, i386): DEF_FILE = $$ANGLE_DIR/src/libGLESv2/$${TARGET}_mingw32.def } else { DEFINES += DllMain=DllMain_ANGLE # prevent symbol from conflicting with the user's DllMain } float_converter.target = float_converter float_converter.commands = python $$ANGLE_DIR/src/libANGLE/Float16ToFloat32.py \ > $$ANGLE_DIR/src/libANGLE/Float16ToFloat32.cpp QMAKE_EXTRA_TARGETS += float_converter # HLSL shaders BLITVS = $$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