1CONFIG += simd no_batch object_parallel_to_source 2include(common.pri) 3 4INCLUDEPATH += \ 5 $$OUT_PWD/.. \ 6 $$ANGLE_DIR \ 7 $$ANGLE_DIR/src/libANGLE 8 9# Remember to adapt src/gui/configure.* if the Direct X version changes. 10!winrt: \ 11 QMAKE_USE_PRIVATE += d3d9 12winrt: \ 13 QMAKE_USE_PRIVATE += d3dcompiler d3d11 dxgi 14 15QMAKE_USE_PRIVATE += dxguid 16 17STATICLIBS = translator preprocessor 18for(libname, STATICLIBS) { 19 # Appends 'd' to the library for debug builds and builds up the fully 20 # qualified path to pass to the linker. 21 staticlib = $$QT_BUILD_TREE/lib/$${QMAKE_PREFIX_STATICLIB}$$qtLibraryTarget($$libname).$${QMAKE_EXTENSION_STATICLIB} 22 LIBS_PRIVATE += $$staticlib 23 PRE_TARGETDEPS += $$staticlib 24} 25 26DEFINES += LIBANGLE_IMPLEMENTATION LIBGLESV2_IMPLEMENTATION GL_APICALL= GL_GLEXT_PROTOTYPES= EGLAPI= 27!winrt: DEFINES += ANGLE_ENABLE_D3D9 ANGLE_SKIP_DXGI_1_2_CHECK 28 29QT_FOR_CONFIG += gui-private 30include($$OUT_PWD/../../../gui/qtgui-config.pri) 31 32qtConfig(angle_d3d11_qdtd): DEFINES += ANGLE_D3D11_QDTD_AVAILABLE 33 34HEADERS += \ 35 $$ANGLE_DIR/src/common/mathutil.h \ 36 $$ANGLE_DIR/src/common/utilities.h \ 37 $$ANGLE_DIR/src/common/version.h \ 38 $$ANGLE_DIR/src/common/MemoryBuffer.h \ 39 $$ANGLE_DIR/src/common/angleutils.h \ 40 $$ANGLE_DIR/src/common/debug.h \ 41 $$ANGLE_DIR/src/common/event_tracer.h \ 42 $$ANGLE_DIR/src/libANGLE/angletypes.h \ 43 $$ANGLE_DIR/src/libANGLE/AttributeMap.h \ 44 $$ANGLE_DIR/src/libANGLE/BinaryStream.h \ 45 $$ANGLE_DIR/src/libANGLE/Buffer.h \ 46 $$ANGLE_DIR/src/libANGLE/Caps.h \ 47 $$ANGLE_DIR/src/libANGLE/Compiler.h \ 48 $$ANGLE_DIR/src/libANGLE/Config.h \ 49 $$ANGLE_DIR/src/libANGLE/Constants.h \ 50 $$ANGLE_DIR/src/libANGLE/Context.h \ 51 $$ANGLE_DIR/src/libANGLE/Debug.h \ 52 $$ANGLE_DIR/src/libANGLE/Device.h \ 53 $$ANGLE_DIR/src/libANGLE/Display.h \ 54 $$ANGLE_DIR/src/libANGLE/Error.h \ 55 $$ANGLE_DIR/src/libANGLE/features.h \ 56 $$ANGLE_DIR/src/libANGLE/Fence.h \ 57 $$ANGLE_DIR/src/libANGLE/formatutils.h \ 58 $$ANGLE_DIR/src/libANGLE/Framebuffer.h \ 59 $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.h \ 60 $$ANGLE_DIR/src/libANGLE/HandleAllocator.h \ 61 $$ANGLE_DIR/src/libANGLE/ImageIndex.h \ 62 $$ANGLE_DIR/src/libANGLE/IndexRangeCache.h \ 63 $$ANGLE_DIR/src/libANGLE/Program.h \ 64 $$ANGLE_DIR/src/libANGLE/Query.h \ 65 $$ANGLE_DIR/src/libANGLE/queryconversions.h \ 66 $$ANGLE_DIR/src/libANGLE/RefCountObject.h \ 67 $$ANGLE_DIR/src/libANGLE/Renderbuffer.h \ 68 $$ANGLE_DIR/src/libANGLE/ResourceManager.h \ 69 $$ANGLE_DIR/src/libANGLE/Sampler.h \ 70 $$ANGLE_DIR/src/libANGLE/Shader.h \ 71 $$ANGLE_DIR/src/libANGLE/State.h \ 72 $$ANGLE_DIR/src/libANGLE/Surface.h \ 73 $$ANGLE_DIR/src/libANGLE/Texture.h \ 74 $$ANGLE_DIR/src/libANGLE/TransformFeedback.h \ 75 $$ANGLE_DIR/src/libANGLE/Uniform.h \ 76 $$ANGLE_DIR/src/libANGLE/validationEGL.h \ 77 $$ANGLE_DIR/src/libANGLE/validationES.h \ 78 $$ANGLE_DIR/src/libANGLE/validationES2.h \ 79 $$ANGLE_DIR/src/libANGLE/validationES3.h \ 80 $$ANGLE_DIR/src/libANGLE/VertexArray.h \ 81 $$ANGLE_DIR/src/libANGLE/VertexAttribute.h \ 82 $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.h \ 83 $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.h \ 84 $$ANGLE_DIR/src/libANGLE/renderer/d3d/DeviceD3D.h \ 85 $$ANGLE_DIR/src/libANGLE/renderer/d3d/DisplayD3D.h \ 86 $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.h \ 87 $$ANGLE_DIR/src/libANGLE/renderer/d3d/EGLImageD3D.h \ 88 $$ANGLE_DIR/src/libANGLE/renderer/d3d/formatutilsD3D.h \ 89 $$ANGLE_DIR/src/libANGLE/renderer/d3d/FramebufferD3D.h \ 90 $$ANGLE_DIR/src/libANGLE/renderer/d3d/HLSLCompiler.h \ 91 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ImageD3D.h \ 92 $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexBuffer.h \ 93 $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexDataManager.h \ 94 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.h \ 95 $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderbufferD3D.h \ 96 $$ANGLE_DIR/src/libANGLE/renderer/d3d/RendererD3D.h \ 97 $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderTargetD3D.h \ 98 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderD3D.h \ 99 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderExecutableD3D.h \ 100 $$ANGLE_DIR/src/libANGLE/renderer/d3d/SurfaceD3D.h \ 101 $$ANGLE_DIR/src/libANGLE/renderer/d3d/SwapChainD3D.h \ 102 $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureD3D.h \ 103 $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureStorage.h \ 104 $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.h \ 105 $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexDataManager.h \ 106 $$ANGLE_DIR/src/libANGLE/renderer/BufferImpl.h \ 107 $$ANGLE_DIR/src/libANGLE/renderer/CompilerImpl.h \ 108 $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.h \ 109 $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.h \ 110 $$ANGLE_DIR/src/libANGLE/renderer/FenceNVImpl.h \ 111 $$ANGLE_DIR/src/libANGLE/renderer/FramebufferImpl.h \ 112 $$ANGLE_DIR/src/libANGLE/renderer/ProgramImpl.h \ 113 $$ANGLE_DIR/src/libANGLE/renderer/QueryImpl.h \ 114 $$ANGLE_DIR/src/libANGLE/renderer/RenderbufferImpl.h \ 115 $$ANGLE_DIR/src/libANGLE/renderer/ShaderImpl.h \ 116 $$ANGLE_DIR/src/libANGLE/renderer/SurfaceImpl.h \ 117 $$ANGLE_DIR/src/libANGLE/renderer/TextureImpl.h \ 118 $$ANGLE_DIR/src/libANGLE/renderer/TransformFeedbackImpl.h \ 119 $$ANGLE_DIR/src/libANGLE/renderer/VertexArrayImpl.h \ 120 $$ANGLE_DIR/src/libANGLE/ResourceManager.h \ 121 $$ANGLE_DIR/src/libANGLE/Sampler.h \ 122 $$ANGLE_DIR/src/libANGLE/Shader.h \ 123 $$ANGLE_DIR/src/libANGLE/State.h \ 124 $$ANGLE_DIR/src/libANGLE/Texture.h \ 125 $$ANGLE_DIR/src/libANGLE/TransformFeedback.h \ 126 $$ANGLE_DIR/src/libANGLE/Uniform.h \ 127 $$ANGLE_DIR/src/libANGLE/validationES2.h \ 128 $$ANGLE_DIR/src/libANGLE/validationES3.h \ 129 $$ANGLE_DIR/src/libANGLE/validationES.h \ 130 $$ANGLE_DIR/src/libANGLE/VertexArray.h \ 131 $$ANGLE_DIR/src/libANGLE/VertexAttribute.h \ 132 $$ANGLE_DIR/src/libGLESv2/entry_points_egl.h \ 133 $$ANGLE_DIR/src/libGLESv2/entry_points_egl_ext.h \ 134 $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.h \ 135 $$ANGLE_DIR/src/libGLESv2/global_state.h \ 136 $$ANGLE_DIR/src/libGLESv2/resource.h 137 138SOURCES += \ 139 $$ANGLE_DIR/src/common/mathutil.cpp \ 140 $$ANGLE_DIR/src/common/utilities.cpp \ 141 $$ANGLE_DIR/src/common/MemoryBuffer.cpp \ 142 $$ANGLE_DIR/src/common/angleutils.cpp \ 143 $$ANGLE_DIR/src/common/debug.cpp \ 144 $$ANGLE_DIR/src/common/event_tracer.cpp \ 145 $$ANGLE_DIR/src/common/Float16ToFloat32.cpp \ 146 $$ANGLE_DIR/src/common/string_utils.cpp \ 147 $$ANGLE_DIR/src/common/uniform_type_info_autogen.cpp \ 148 $$ANGLE_DIR/src/common/third_party/smhasher/src/PMurHash.cpp \ 149 $$ANGLE_DIR/src/common/third_party/base/anglebase/sha1.cc \ 150 $$ANGLE_DIR/src/image_util/copyimage.cpp \ 151 $$ANGLE_DIR/src/image_util/imageformats.cpp \ 152 $$ANGLE_DIR/src/image_util/loadimage.cpp \ 153 $$ANGLE_DIR/src/image_util/loadimage_etc.cpp \ 154 $$ANGLE_DIR/src/libANGLE/angletypes.cpp \ 155 $$ANGLE_DIR/src/libANGLE/AttributeMap.cpp \ 156 $$ANGLE_DIR/src/libANGLE/Buffer.cpp \ 157 $$ANGLE_DIR/src/libANGLE/Caps.cpp \ 158 $$ANGLE_DIR/src/libANGLE/Compiler.cpp \ 159 $$ANGLE_DIR/src/libANGLE/Config.cpp \ 160 $$ANGLE_DIR/src/libANGLE/Context.cpp \ 161 $$ANGLE_DIR/src/libANGLE/ContextState.cpp \ 162 $$ANGLE_DIR/src/libANGLE/Debug.cpp \ 163 $$ANGLE_DIR/src/libANGLE/Device.cpp \ 164 $$ANGLE_DIR/src/libANGLE/Display.cpp \ 165 $$ANGLE_DIR/src/libANGLE/Error.cpp \ 166 $$ANGLE_DIR/src/libANGLE/es3_copy_conversion_table_autogen.cpp \ 167 $$ANGLE_DIR/src/libANGLE/Fence.cpp \ 168 $$ANGLE_DIR/src/libANGLE/formatutils.cpp \ 169 $$ANGLE_DIR/src/libANGLE/format_map_autogen.cpp \ 170 $$ANGLE_DIR/src/libANGLE/Framebuffer.cpp \ 171 $$ANGLE_DIR/src/libANGLE/FramebufferAttachment.cpp \ 172 $$ANGLE_DIR/src/libANGLE/HandleAllocator.cpp \ 173 $$ANGLE_DIR/src/libANGLE/HandleRangeAllocator.cpp \ 174 $$ANGLE_DIR/src/libANGLE/Image.cpp \ 175 $$ANGLE_DIR/src/libANGLE/ImageIndex.cpp \ 176 $$ANGLE_DIR/src/libANGLE/IndexRangeCache.cpp \ 177 $$ANGLE_DIR/src/libANGLE/LoggingAnnotator.cpp \ 178 $$ANGLE_DIR/src/libANGLE/MemoryProgramCache.cpp \ 179 $$ANGLE_DIR/src/libANGLE/PackedGLEnums_autogen.cpp \ 180 $$ANGLE_DIR/src/libANGLE/params.cpp \ 181 $$ANGLE_DIR/src/libANGLE/Path.cpp \ 182 $$ANGLE_DIR/src/libANGLE/Platform.cpp \ 183 $$ANGLE_DIR/src/libANGLE/Program.cpp \ 184 $$ANGLE_DIR/src/libANGLE/ProgramLinkedResources.cpp \ 185 $$ANGLE_DIR/src/libANGLE/ProgramPipeline.cpp \ 186 $$ANGLE_DIR/src/libANGLE/Query.cpp \ 187 $$ANGLE_DIR/src/libANGLE/queryconversions.cpp \ 188 $$ANGLE_DIR/src/libANGLE/queryutils.cpp \ 189 $$ANGLE_DIR/src/libANGLE/Renderbuffer.cpp \ 190 $$ANGLE_DIR/src/libANGLE/ResourceManager.cpp \ 191 $$ANGLE_DIR/src/libANGLE/Sampler.cpp \ 192 $$ANGLE_DIR/src/libANGLE/Shader.cpp \ 193 $$ANGLE_DIR/src/libANGLE/State.cpp \ 194 $$ANGLE_DIR/src/libANGLE/Stream.cpp \ 195 $$ANGLE_DIR/src/libANGLE/Surface.cpp \ 196 $$ANGLE_DIR/src/libANGLE/Texture.cpp \ 197 $$ANGLE_DIR/src/libANGLE/Thread.cpp \ 198 $$ANGLE_DIR/src/libANGLE/TransformFeedback.cpp \ 199 $$ANGLE_DIR/src/libANGLE/Uniform.cpp \ 200 $$ANGLE_DIR/src/libANGLE/validationEGL.cpp \ 201 $$ANGLE_DIR/src/libANGLE/validationES.cpp \ 202 $$ANGLE_DIR/src/libANGLE/validationES2.cpp \ 203 $$ANGLE_DIR/src/libANGLE/validationES3.cpp \ 204 $$ANGLE_DIR/src/libANGLE/validationES31.cpp \ 205 $$ANGLE_DIR/src/libANGLE/VaryingPacking.cpp \ 206 $$ANGLE_DIR/src/libANGLE/VertexArray.cpp \ 207 $$ANGLE_DIR/src/libANGLE/VertexAttribute.cpp \ 208 $$ANGLE_DIR/src/libANGLE/WorkerThread.cpp \ 209 $$ANGLE_DIR/src/libANGLE/renderer/ContextImpl.cpp \ 210 $$ANGLE_DIR/src/libANGLE/renderer/DeviceImpl.cpp \ 211 $$ANGLE_DIR/src/libANGLE/renderer/DisplayImpl.cpp \ 212 $$ANGLE_DIR/src/libANGLE/renderer/driver_utils.cpp \ 213 $$ANGLE_DIR/src/libANGLE/renderer/Format_table_autogen.cpp \ 214 $$ANGLE_DIR/src/libANGLE/renderer/load_functions_table_autogen.cpp \ 215 $$ANGLE_DIR/src/libANGLE/renderer/renderer_utils.cpp \ 216 $$ANGLE_DIR/src/libANGLE/renderer/SurfaceImpl.cpp \ 217 $$ANGLE_DIR/src/libANGLE/renderer/TextureImpl.cpp \ 218 $$ANGLE_DIR/src/libANGLE/renderer/d3d/BufferD3D.cpp \ 219 $$ANGLE_DIR/src/libANGLE/renderer/d3d/CompilerD3D.cpp \ 220 $$ANGLE_DIR/src/libANGLE/renderer/d3d/DeviceD3D.cpp \ 221 $$ANGLE_DIR/src/libANGLE/renderer/d3d/DisplayD3D.cpp \ 222 $$ANGLE_DIR/src/libANGLE/renderer/d3d/DynamicHLSL.cpp \ 223 $$ANGLE_DIR/src/libANGLE/renderer/d3d/EGLImageD3D.cpp \ 224 $$ANGLE_DIR/src/libANGLE/renderer/d3d/FramebufferD3D.cpp \ 225 $$ANGLE_DIR/src/libANGLE/renderer/d3d/HLSLCompiler.cpp \ 226 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ImageD3D.cpp \ 227 $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexBuffer.cpp \ 228 $$ANGLE_DIR/src/libANGLE/renderer/d3d/IndexDataManager.cpp \ 229 $$ANGLE_DIR/src/libANGLE/renderer/d3d/NativeWindowD3D.cpp \ 230 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ProgramD3D.cpp \ 231 $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp \ 232 $$ANGLE_DIR/src/libANGLE/renderer/d3d/RendererD3D.cpp \ 233 $$ANGLE_DIR/src/libANGLE/renderer/d3d/RenderTargetD3D.cpp \ 234 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderD3D.cpp \ 235 $$ANGLE_DIR/src/libANGLE/renderer/d3d/ShaderExecutableD3D.cpp \ 236 $$ANGLE_DIR/src/libANGLE/renderer/d3d/SurfaceD3D.cpp \ 237 $$ANGLE_DIR/src/libANGLE/renderer/d3d/SwapChainD3D.cpp \ 238 $$ANGLE_DIR/src/libANGLE/renderer/d3d/TextureD3D.cpp \ 239 $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexBuffer.cpp \ 240 $$ANGLE_DIR/src/libANGLE/renderer/d3d/VertexDataManager.cpp \ 241 $$ANGLE_DIR/src/libGLESv2/entry_points_egl.cpp \ 242 $$ANGLE_DIR/src/libGLESv2/entry_points_egl_ext.cpp \ 243 $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_autogen.cpp \ 244 $$ANGLE_DIR/src/libGLESv2/proc_table_autogen.cpp \ 245 $$ANGLE_DIR/src/libGLESv2/entry_points_gles_2_0_ext.cpp \ 246 $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_0_autogen.cpp \ 247 $$ANGLE_DIR/src/libGLESv2/entry_points_gles_3_1_autogen.cpp \ 248 $$ANGLE_DIR/src/libGLESv2/global_state.cpp \ 249 $$ANGLE_DIR/src/libGLESv2/libGLESv2.cpp 250 251angle_d3d11 { 252 HEADERS += \ 253 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.h \ 254 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Buffer11.h \ 255 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Clear11.h \ 256 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h \ 257 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_support_table.h \ 258 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.h \ 259 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h \ 260 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/formatutils11.h \ 261 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.h \ 262 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h \ 263 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h \ 264 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/NativeWindow11.h \ 265 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h \ 266 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Query11.h \ 267 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Renderer11.h \ 268 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h \ 269 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h \ 270 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h \ 271 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h \ 272 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.h \ 273 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h \ 274 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h \ 275 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.h \ 276 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table.h \ 277 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h 278 279 SOURCES += \ 280 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp \ 281 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp \ 282 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp \ 283 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Context11.cpp \ 284 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp \ 285 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_format_map_autogen.cpp \ 286 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/dxgi_support_table.cpp \ 287 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp \ 288 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp \ 289 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp \ 290 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Image11.cpp \ 291 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp \ 292 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp \ 293 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp \ 294 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ProgramPipeline11.cpp \ 295 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Query11.cpp \ 296 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp \ 297 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp \ 298 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp \ 299 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp \ 300 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp \ 301 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp \ 302 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp \ 303 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/StreamProducerNV12.cpp \ 304 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp \ 305 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp \ 306 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/TransformFeedback11.cpp \ 307 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp \ 308 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table.cpp \ 309 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.cpp \ 310 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp \ 311 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp 312} 313 314!winrt { 315 HEADERS += \ 316 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.h \ 317 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Buffer9.h \ 318 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h \ 319 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Fence9.h \ 320 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h \ 321 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/formatutils9.h \ 322 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Image9.h \ 323 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h \ 324 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Query9.h \ 325 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Renderer9.h \ 326 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h \ 327 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h \ 328 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h \ 329 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/StateManager9.h \ 330 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h \ 331 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h \ 332 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h \ 333 $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.h 334 335 SOURCES += \ 336 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp \ 337 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp \ 338 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Context9.cpp \ 339 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp \ 340 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Fence9.cpp \ 341 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp \ 342 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/formatutils9.cpp \ 343 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Image9.cpp \ 344 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.cpp \ 345 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/NativeWindow9.cpp \ 346 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Query9.cpp \ 347 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp \ 348 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp \ 349 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.cpp \ 350 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.cpp \ 351 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp \ 352 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp \ 353 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp \ 354 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp \ 355 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp \ 356 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow11Win32.cpp \ 357 $$ANGLE_DIR/src/third_party/systeminfo/SystemInfo.cpp 358} else { 359 HEADERS += \ 360 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h \ 361 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h \ 362 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h 363 364 SOURCES += \ 365 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp \ 366 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp \ 367 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/NativeWindow11WinRT.cpp \ 368 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp 369} 370 371#load_functions.target = load_functions 372#load_functions.commands = python $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/gen_load_functions_table.py \ 373# > $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/gen_load_functions_table.cpp 374#QMAKE_EXTRA_TARGETS += load_functions 375 376# HLSL shaders 377BLITVS = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs 378standardvs.input = BLITVS 379standardvs.type = vs_2_0 380standardvs.output = standardvs.h 381 382BLITPS = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps 383passthroughps.input = BLITPS 384passthroughps.type = ps_2_0 385passthroughps.output = passthroughps.h 386luminanceps.input = BLITPS 387luminanceps.type = ps_2_0 388luminanceps.output = luminanceps.h 389luminancepremultps.input = BLITPS 390luminancepremultps.type = ps_2_0 391luminancepremultps.output = luminancepremultps.h 392luminanceunmultps.input = BLITPS 393luminanceunmultps.type = ps_2_0 394luminanceunmultps.output = luminanceunmultps.h 395componentmaskps.input = BLITPS 396componentmaskps.type = ps_2_0 397componentmaskps.output = componentmaskps.h 398componentmaskpremultps.input = BLITPS 399componentmaskpremultps.type = ps_2_0 400componentmaskpremultps.output = componentmaskpremultps.h 401componentmaskunmultps.input = BLITPS 402componentmaskunmultps.type = ps_2_0 403componentmaskunmultps.output = componentmaskunmultps.h 404 405PASSTHROUGH2D = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl 406VS_Passthrough2D.input = PASSTHROUGH2D 407VS_Passthrough2D.type = vs_4_0_level_9_3 408VS_Passthrough2D.output = passthrough2d11vs.h 409PS_PassthroughRGBA2D.input = PASSTHROUGH2D 410PS_PassthroughRGBA2D.type = ps_4_0_level_9_3 411PS_PassthroughRGBA2D.output = passthroughrgba2d11ps.h 412PS_PassthroughRGB2D.input = PASSTHROUGH2D 413PS_PassthroughRGB2D.type = ps_4_0_level_9_3 414PS_PassthroughRGB2D.output = passthroughrgb2d11ps.h 415PS_PassthroughRG2D.input = PASSTHROUGH2D 416PS_PassthroughRG2D.type = ps_4_0_level_9_3 417PS_PassthroughRG2D.output = passthroughrg2d11ps.h 418PS_PassthroughR2D.input = PASSTHROUGH2D 419PS_PassthroughR2D.type = ps_4_0_level_9_3 420PS_PassthroughR2D.output = passthroughr2d11ps.h 421PS_PassthroughLum2D.input = PASSTHROUGH2D 422PS_PassthroughLum2D.type = ps_4_0_level_9_3 423PS_PassthroughLum2D.output = passthroughlum2d11ps.h 424PS_PassthroughLumAlpha2D.input = PASSTHROUGH2D 425PS_PassthroughLumAlpha2D.type = ps_4_0_level_9_3 426PS_PassthroughLumAlpha2D.output = passthroughlumalpha2d11ps.h 427PS_PassthroughDepth2D.input = PASSTHROUGH2D 428PS_PassthroughDepth2D.type = ps_4_0 429PS_PassthroughDepth2D.output = passthroughdepth2d11ps.h 430PS_PassthroughRGBA2DUI.input = PASSTHROUGH2D 431PS_PassthroughRGBA2DUI.type = ps_4_0 432PS_PassthroughRGBA2DUI.output = passthroughrgba2dui11ps.h 433PS_PassthroughRGBA2DI.input = PASSTHROUGH2D 434PS_PassthroughRGBA2DI.type = ps_4_0 435PS_PassthroughRGBA2DI.output = passthroughrgba2di11ps.h 436PS_PassthroughRGB2DUI.input = PASSTHROUGH2D 437PS_PassthroughRGB2DUI.type = ps_4_0 438PS_PassthroughRGB2DUI.output = passthroughrgb2dui11ps.h 439PS_PassthroughRGB2DI.input = PASSTHROUGH2D 440PS_PassthroughRGB2DI.type = ps_4_0 441PS_PassthroughRGB2DI.output = passthroughrgb2di11ps.h 442PS_PassthroughRG2DUI.input = PASSTHROUGH2D 443PS_PassthroughRG2DUI.type = ps_4_0 444PS_PassthroughRG2DUI.output = passthroughrg2dui11ps.h 445PS_PassthroughRG2DI.input = PASSTHROUGH2D 446PS_PassthroughRG2DI.type = ps_4_0 447PS_PassthroughRG2DI.output = passthroughrg2di11ps.h 448PS_PassthroughR2DUI.input = PASSTHROUGH2D 449PS_PassthroughR2DUI.type = ps_4_0 450PS_PassthroughR2DUI.output = passthroughr2dui11ps.h 451PS_PassthroughR2DI.input = PASSTHROUGH2D 452PS_PassthroughR2DI.type = ps_4_0 453PS_PassthroughR2DI.output = passthroughr2di11ps.h 454PS_PassthroughA2D.input = PASSTHROUGH2D 455PS_PassthroughA2D.type = ps_4_0_level_9_3 456PS_PassthroughA2D.output = passthrougha2d11ps.h 457PS_PassthroughRGBA2DMS.input = PASSTHROUGH2D 458PS_PassthroughRGBA2DMS.type = ps_4_1 459PS_PassthroughRGBA2DMS.output = passthroughrgba2dms11ps.h 460 461CLEAR = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl 462VS_Clear_FL9.input = CLEAR 463VS_Clear_FL9.type = vs_4_0_level_9_3 464VS_Clear_FL9.output = clear11_fl9vs.h 465PS_ClearFloat_FL9.input = CLEAR 466PS_ClearFloat_FL9.type = ps_4_0_level_9_3 467PS_ClearFloat_FL9.output = clearfloat11_fl9ps.h 468VS_Clear.input = CLEAR 469VS_Clear.type = vs_4_0 470VS_Clear.output = clear11vs.h 471VS_Multiview_Clear.input = CLEAR 472VS_Multiview_Clear.type = vs_4_0 473VS_Multiview_Clear.output = clear11multiviewvs.h 474GS_Multiview_Clear.input = CLEAR 475GS_Multiview_Clear.type = gs_4_0 476GS_Multiview_Clear.output = clear11multiviewgs.h 477PS_ClearDepth.input = CLEAR 478PS_ClearDepth.type = ps_4_0 479PS_ClearDepth.output = cleardepth11ps.h 480PS_ClearFloat1.input = CLEAR 481PS_ClearFloat1.type = ps_4_0 482PS_ClearFloat1.output = clearfloat11ps1.h 483PS_ClearFloat2.input = CLEAR 484PS_ClearFloat2.type = ps_4_0 485PS_ClearFloat2.output = clearfloat11ps2.h 486PS_ClearFloat3.input = CLEAR 487PS_ClearFloat3.type = ps_4_0 488PS_ClearFloat3.output = clearfloat11ps3.h 489PS_ClearFloat4.input = CLEAR 490PS_ClearFloat4.type = ps_4_0 491PS_ClearFloat4.output = clearfloat11ps4.h 492PS_ClearFloat5.input = CLEAR 493PS_ClearFloat5.type = ps_4_0 494PS_ClearFloat5.output = clearfloat11ps5.h 495PS_ClearFloat6.input = CLEAR 496PS_ClearFloat6.type = ps_4_0 497PS_ClearFloat6.output = clearfloat11ps6.h 498PS_ClearFloat7.input = CLEAR 499PS_ClearFloat7.type = ps_4_0 500PS_ClearFloat7.output = clearfloat11ps7.h 501PS_ClearFloat8.input = CLEAR 502PS_ClearFloat8.type = ps_4_0 503PS_ClearFloat8.output = clearfloat11ps8.h 504PS_ClearUint1.input = CLEAR 505PS_ClearUint1.type = ps_4_0 506PS_ClearUint1.output = clearuint11ps1.h 507PS_ClearUint2.input = CLEAR 508PS_ClearUint2.type = ps_4_0 509PS_ClearUint2.output = clearuint11ps2.h 510PS_ClearUint3.input = CLEAR 511PS_ClearUint3.type = ps_4_0 512PS_ClearUint3.output = clearuint11ps3.h 513PS_ClearUint4.input = CLEAR 514PS_ClearUint4.type = ps_4_0 515PS_ClearUint4.output = clearuint11ps4.h 516PS_ClearUint5.input = CLEAR 517PS_ClearUint5.type = ps_4_0 518PS_ClearUint5.output = clearuint11ps5.h 519PS_ClearUint6.input = CLEAR 520PS_ClearUint6.type = ps_4_0 521PS_ClearUint6.output = clearuint11ps6.h 522PS_ClearUint7.input = CLEAR 523PS_ClearUint7.type = ps_4_0 524PS_ClearUint7.output = clearuint11ps7.h 525PS_ClearUint8.input = CLEAR 526PS_ClearUint8.type = ps_4_0 527PS_ClearUint8.output = clearuint11ps8.h 528PS_ClearSint1.input = CLEAR 529PS_ClearSint1.type = ps_4_0 530PS_ClearSint1.output = clearsint11ps1.h 531PS_ClearSint2.input = CLEAR 532PS_ClearSint2.type = ps_4_0 533PS_ClearSint2.output = clearsint11ps2.h 534PS_ClearSint3.input = CLEAR 535PS_ClearSint3.type = ps_4_0 536PS_ClearSint3.output = clearsint11ps3.h 537PS_ClearSint4.input = CLEAR 538PS_ClearSint4.type = ps_4_0 539PS_ClearSint4.output = clearsint11ps4.h 540PS_ClearSint5.input = CLEAR 541PS_ClearSint5.type = ps_4_0 542PS_ClearSint5.output = clearsint11ps5.h 543PS_ClearSint6.input = CLEAR 544PS_ClearSint6.type = ps_4_0 545PS_ClearSint6.output = clearsint11ps6.h 546PS_ClearSint7.input = CLEAR 547PS_ClearSint7.type = ps_4_0 548PS_ClearSint7.output = clearsint11ps7.h 549PS_ClearSint8.input = CLEAR 550PS_ClearSint8.type = ps_4_0 551PS_ClearSint8.output = clearsint11ps8.h 552 553PASSTHROUGH3D = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl 554VS_Passthrough3D.input = PASSTHROUGH3D 555VS_Passthrough3D.type = vs_4_0 556VS_Passthrough3D.output = passthrough3d11vs.h 557GS_Passthrough3D.input = PASSTHROUGH3D 558GS_Passthrough3D.type = gs_4_0 559GS_Passthrough3D.output = passthrough3d11gs.h 560PS_PassthroughRGBA3D.input = PASSTHROUGH3D 561PS_PassthroughRGBA3D.type = ps_4_0 562PS_PassthroughRGBA3D.output = passthroughrgba3d11ps.h 563PS_PassthroughRGBA3DUI.input = PASSTHROUGH3D 564PS_PassthroughRGBA3DUI.type = ps_4_0 565PS_PassthroughRGBA3DUI.output = passthroughrgba3dui11ps.h 566PS_PassthroughRGBA3DI.input = PASSTHROUGH3D 567PS_PassthroughRGBA3DI.type = ps_4_0 568PS_PassthroughRGBA3DI.output = passthroughrgba3di11ps.h 569PS_PassthroughRGB3D.input = PASSTHROUGH3D 570PS_PassthroughRGB3D.type = ps_4_0 571PS_PassthroughRGB3D.output = passthroughrgb3d11ps.h 572PS_PassthroughRGB3DUI.input = PASSTHROUGH3D 573PS_PassthroughRGB3DUI.type = ps_4_0 574PS_PassthroughRGB3DUI.output = passthroughrgb3dui11ps.h 575PS_PassthroughRGB3DI.input = PASSTHROUGH3D 576PS_PassthroughRGB3DI.type = ps_4_0 577PS_PassthroughRGB3DI.output = passthroughrgb3di11ps.h 578PS_PassthroughRG3D.input = PASSTHROUGH3D 579PS_PassthroughRG3D.type = ps_4_0 580PS_PassthroughRG3D.output = passthroughrg3d11ps.h 581PS_PassthroughRG3DUI.input = PASSTHROUGH3D 582PS_PassthroughRG3DUI.type = ps_4_0 583PS_PassthroughRG3DUI.output = passthroughrg3dui11ps.h 584PS_PassthroughRG3DI.input = PASSTHROUGH3D 585PS_PassthroughRG3DI.type = ps_4_0 586PS_PassthroughRG3DI.output = passthroughrg3di11ps.h 587PS_PassthroughR3D.input = PASSTHROUGH3D 588PS_PassthroughR3D.type = ps_4_0 589PS_PassthroughR3D.output = passthroughr3d11ps.h 590PS_PassthroughR3DUI.input = PASSTHROUGH3D 591PS_PassthroughR3DUI.type = ps_4_0 592PS_PassthroughR3DUI.output = passthroughr3dui11ps.h 593PS_PassthroughR3DI.input = PASSTHROUGH3D 594PS_PassthroughR3DI.type = ps_4_0 595PS_PassthroughR3DI.output = passthroughr3di11ps.h 596PS_PassthroughLum3D.input = PASSTHROUGH3D 597PS_PassthroughLum3D.type = ps_4_0 598PS_PassthroughLum3D.output = passthroughlum3d11ps.h 599PS_PassthroughLumAlpha3D.input = PASSTHROUGH3D 600PS_PassthroughLumAlpha3D.type = ps_4_0 601PS_PassthroughLumAlpha3D.output = passthroughlumalpha3d11ps.h 602 603SWIZZLE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl 604PS_SwizzleF2D.input = SWIZZLE 605PS_SwizzleF2D.type = ps_4_0 606PS_SwizzleF2D.output = swizzlef2dps.h 607PS_SwizzleI2D.input = SWIZZLE 608PS_SwizzleI2D.type = ps_4_0 609PS_SwizzleI2D.output = swizzlei2dps.h 610PS_SwizzleUI2D.input = SWIZZLE 611PS_SwizzleUI2D.type = ps_4_0 612PS_SwizzleUI2D.output = swizzleui2dps.h 613PS_SwizzleF3D.input = SWIZZLE 614PS_SwizzleF3D.type = ps_4_0 615PS_SwizzleF3D.output = swizzlef3dps.h 616PS_SwizzleI3D.input = SWIZZLE 617PS_SwizzleI3D.type = ps_4_0 618PS_SwizzleI3D.output = swizzlei3dps.h 619PS_SwizzleUI3D.input = SWIZZLE 620PS_SwizzleUI3D.type = ps_4_0 621PS_SwizzleUI3D.output = swizzleui3dps.h 622PS_SwizzleF2DArray.input = SWIZZLE 623PS_SwizzleF2DArray.type = ps_4_0 624PS_SwizzleF2DArray.output = swizzlef2darrayps.h 625PS_SwizzleI2DArray.input = SWIZZLE 626PS_SwizzleI2DArray.type = ps_4_0 627PS_SwizzleI2DArray.output = swizzlei2darrayps.h 628PS_SwizzleUI2DArray.input = SWIZZLE 629PS_SwizzleUI2DArray.type = ps_4_0 630PS_SwizzleUI2DArray.output = swizzleui2darrayps.h 631 632BUFFERTOTEXTURE = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl 633VS_BufferToTexture.input = BUFFERTOTEXTURE 634VS_BufferToTexture.type = vs_4_0 635VS_BufferToTexture.output = buffertotexture11_vs.h 636GS_BufferToTexture.input = BUFFERTOTEXTURE 637GS_BufferToTexture.type = gs_4_0 638GS_BufferToTexture.output = buffertotexture11_gs.h 639PS_BufferToTexture_4F.input = BUFFERTOTEXTURE 640PS_BufferToTexture_4F.type = ps_4_0 641PS_BufferToTexture_4F.output = buffertotexture11_ps_4f.h 642PS_BufferToTexture_4I.input = BUFFERTOTEXTURE 643PS_BufferToTexture_4I.type = ps_4_0 644PS_BufferToTexture_4I.output = buffertotexture11_ps_4i.h 645PS_BufferToTexture_4UI.input = BUFFERTOTEXTURE 646PS_BufferToTexture_4UI.type = ps_4_0 647PS_BufferToTexture_4UI.output = buffertotexture11_ps_4ui.h 648 649MULTIPLYALPHA = $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl 650PS_FtoF_PM_RGBA.input = MULTIPLYALPHA 651PS_FtoF_PM_RGBA.type = ps_4_0 652PS_FtoF_PM_RGBA.output = multiplyalpha_ftof_pm_rgba_ps.h 653PS_FtoF_UM_RGBA.input = MULTIPLYALPHA 654PS_FtoF_UM_RGBA.type = ps_4_0 655PS_FtoF_UM_RGBA.output = multiplyalpha_ftof_um_rgba_ps.h 656PS_FtoF_PM_RGB.input = MULTIPLYALPHA 657PS_FtoF_PM_RGB.type = ps_4_0 658PS_FtoF_PM_RGB.output = multiplyalpha_ftof_pm_rgb_ps.h 659PS_FtoF_UM_RGB.input = MULTIPLYALPHA 660PS_FtoF_UM_RGB.type = ps_4_0 661PS_FtoF_UM_RGB.output = multiplyalpha_ftof_um_rgb_ps.h 662PS_FtoU_PT_RGBA.input = MULTIPLYALPHA 663PS_FtoU_PT_RGBA.type = ps_4_0 664PS_FtoU_PT_RGBA.output = multiplyalpha_ftou_pt_rgba_ps.h 665PS_FtoU_PM_RGBA.input = MULTIPLYALPHA 666PS_FtoU_PM_RGBA.type = ps_4_0 667PS_FtoU_PM_RGBA.output = multiplyalpha_ftou_pm_rgba_ps.h 668PS_FtoU_UM_RGBA.input = MULTIPLYALPHA 669PS_FtoU_UM_RGBA.type = ps_4_0 670PS_FtoU_UM_RGBA.output = multiplyalpha_ftou_um_rgba_ps.h 671PS_FtoU_PT_RGB.input = MULTIPLYALPHA 672PS_FtoU_PT_RGB.type = ps_4_0 673PS_FtoU_PT_RGB.output = multiplyalpha_ftou_pt_rgb_ps.h 674PS_FtoU_PM_RGB.input = MULTIPLYALPHA 675PS_FtoU_PM_RGB.type = ps_4_0 676PS_FtoU_PM_RGB.output = multiplyalpha_ftou_pm_rgb_ps.h 677PS_FtoU_UM_RGB.input = MULTIPLYALPHA 678PS_FtoU_UM_RGB.type = ps_4_0 679PS_FtoU_UM_RGB.output = multiplyalpha_ftou_um_rgb_ps.h 680PS_FtoF_PM_LUMA.input = MULTIPLYALPHA 681PS_FtoF_PM_LUMA.type = ps_4_0 682PS_FtoF_PM_LUMA.output = multiplyalpha_ftof_pm_luma_ps.h 683PS_FtoF_UM_LUMA.input = MULTIPLYALPHA 684PS_FtoF_UM_LUMA.type = ps_4_0 685PS_FtoF_UM_LUMA.output = multiplyalpha_ftof_um_luma_ps.h 686PS_FtoF_PM_LUMAALPHA.input = MULTIPLYALPHA 687PS_FtoF_PM_LUMAALPHA.type = ps_4_0 688PS_FtoF_PM_LUMAALPHA.output = multiplyalpha_ftof_pm_lumaalpha_ps.h 689PS_FtoF_UM_LUMAALPHA.input = MULTIPLYALPHA 690PS_FtoF_UM_LUMAALPHA.type = ps_4_0 691PS_FtoF_UM_LUMAALPHA.output = multiplyalpha_ftof_um_lumaalpha_ps.h 692 693RESOLVEDEPTHSTENCIL = \ 694 $$ANGLE_DIR/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl 695VS_ResolveDepthStencil.input = RESOLVEDEPTHSTENCIL 696VS_ResolveDepthStencil.type = vs_4_1 697VS_ResolveDepthStencil.output = resolvedepthstencil11_vs.h 698PS_ResolveDepth.input = RESOLVEDEPTHSTENCIL 699PS_ResolveDepth.type = ps_4_1 700PS_ResolveDepth.output = resolvedepth11_ps.h 701PS_ResolveDepthStencil.input = RESOLVEDEPTHSTENCIL 702PS_ResolveDepthStencil.type = ps_4_1 703PS_ResolveDepthStencil.output = resolvedepthstencil11_ps.h 704PS_ResolveStencil.input = RESOLVEDEPTHSTENCIL 705PS_ResolveStencil.type = ps_4_1 706PS_ResolveStencil.output = resolvestencil11_ps.h 707 708# D3D11 709angle_d3d11: SHADERS = VS_Passthrough2D \ 710 PS_PassthroughRGB2D PS_PassthroughRGB2DUI PS_PassthroughRGB2DI \ 711 PS_PassthroughRGBA2D PS_PassthroughRGBA2DUI PS_PassthroughRGBA2DI \ 712 PS_PassthroughRG2D PS_PassthroughRG2DUI PS_PassthroughRG2DI \ 713 PS_PassthroughR2D PS_PassthroughR2DUI PS_PassthroughR2DI \ 714 PS_PassthroughA2D \ 715 PS_PassthroughLum2D PS_PassthroughLumAlpha2D PS_PassthroughDepth2D \ 716 VS_Clear_FL9 PS_ClearFloat_FL9 VS_Clear VS_Multiview_Clear \ 717 GS_Multiview_Clear PS_ClearDepth \ 718 PS_ClearFloat1 PS_ClearFloat2 PS_ClearFloat3 PS_ClearFloat4 PS_ClearFloat5 \ 719 PS_ClearFloat6 PS_ClearFloat7 PS_ClearFloat8 \ 720 PS_ClearUint1 PS_ClearUint2 PS_ClearUint3 PS_ClearUint4 \ 721 PS_ClearUint5 PS_ClearUint6 PS_ClearUint7 PS_ClearUint8 \ 722 PS_ClearSint1 PS_ClearSint2 PS_ClearSint3 PS_ClearSint4 \ 723 PS_ClearSint5 PS_ClearSint6 PS_ClearSint7 PS_ClearSint8 \ 724 VS_Passthrough3D GS_Passthrough3D \ 725 PS_PassthroughRGBA3D PS_PassthroughRGBA3DUI PS_PassthroughRGBA3DI \ 726 PS_PassthroughRGB3D PS_PassthroughRGB3DUI PS_PassthroughRGB3DI \ 727 PS_PassthroughRG3D PS_PassthroughRG3DUI PS_PassthroughRG3DI \ 728 PS_PassthroughR3D PS_PassthroughR3DUI PS_PassthroughR3DI \ 729 PS_PassthroughLum3D PS_PassthroughLumAlpha3D \ 730 PS_SwizzleF2D PS_SwizzleI2D PS_SwizzleUI2D \ 731 PS_SwizzleF3D PS_SwizzleI3D PS_SwizzleUI3D \ 732 PS_SwizzleF2DArray PS_SwizzleI2DArray PS_SwizzleUI2DArray \ 733 VS_BufferToTexture GS_BufferToTexture \ 734 PS_BufferToTexture_4F PS_BufferToTexture_4I PS_BufferToTexture_4UI \ 735 PS_FtoF_PM_RGBA PS_FtoF_UM_RGBA PS_FtoF_PM_RGB PS_FtoF_UM_RGB \ 736 PS_FtoU_PT_RGBA PS_FtoU_PM_RGBA PS_FtoU_UM_RGBA \ 737 PS_FtoU_PT_RGB PS_FtoU_PM_RGB PS_FtoU_UM_RGB \ 738 PS_FtoF_PM_LUMA PS_FtoF_UM_LUMA \ 739 PS_FtoF_PM_LUMAALPHA PS_FtoF_UM_LUMAALPHA \ 740 VS_ResolveDepthStencil PS_ResolveDepth PS_ResolveDepthStencil PS_ResolveStencil 741 742# This shader causes an internal compiler error in mingw73. Re-enable it, when 743# our mingw version can handle it. 744!mingw: angle_d3d11: SHADERS += PS_PassthroughRGBA2DMS 745 746# D3D9 747!winrt: SHADERS += standardvs passthroughps \ 748 luminanceps luminancepremultps luminanceunmultps \ 749 componentmaskps componentmaskpremultps componentmaskunmultps 750 751# Generate headers 752for (SHADER, SHADERS) { 753 INPUT = $$eval($${SHADER}.input) 754 OUT_DIR = $$OUT_PWD/libANGLE/$$relative_path($$dirname($$INPUT), $$ANGLE_DIR/src/libANGLE)/compiled 755 fxc_$${SHADER}.commands = $$FXC -nologo -E $${SHADER} -T $$eval($${SHADER}.type) -Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} 756 fxc_$${SHADER}.output = $$OUT_DIR/$$eval($${SHADER}.output) 757 fxc_$${SHADER}.input = $$INPUT 758 fxc_$${SHADER}.dependency_type = TYPE_C 759 fxc_$${SHADER}.variable_out = HEADERS 760 fxc_$${SHADER}.CONFIG += target_predeps 761 QMAKE_EXTRA_COMPILERS += fxc_$${SHADER} 762} 763 764khr_headers.files = $$ANGLE_DIR/include/KHR/khrplatform.h 765khr_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/KHR 766gles2_headers.files = \ 767 $$ANGLE_DIR/include/GLES2/gl2.h \ 768 $$ANGLE_DIR/include/GLES2/gl2ext.h \ 769 $$ANGLE_DIR/include/GLES2/gl2ext_angle.h \ 770 $$ANGLE_DIR/include/GLES2/gl2platform.h 771gles2_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES2 772gles3_headers.files = \ 773 $$ANGLE_DIR/include/GLES3/gl3.h \ 774 $$ANGLE_DIR/include/GLES3/gl3platform.h 775gles3_headers.path = $$[QT_INSTALL_HEADERS]/QtANGLE/GLES3 776INSTALLS += khr_headers gles2_headers 777angle_d3d11: INSTALLS += gles3_headers 778