Commit 7bb425c6 by Jamie Madill Committed by Commit Bot

Revert "D3D11: Clean up blendState code."

This reverts commit 786ad387. Reason for revert: Seems to have a bug with binding the BlendStates, causing a crash on Intel. https://luci-milo.appspot.com/buildbot/chromium.gpu.fyi/Win10%20Release%20%28Intel%20HD%20530%29/141 Failing WebGL 2 tests WebglConformance_conformance2_reading_read_pixels_from_fbo_test WebglConformance_deqp_functional_gles3_readpixel Also generates D3D11 runtime warnings: D3D11 ERROR: ID3D11DeviceContext::Draw: The renderTarget bound to slot 0 has a format (R8_UINT) that does not support blending. The Pixel Shader output signature indicates this output could be written, and the Blend State indicates blending is enabled for this slot. [ EXECUTION ERROR #376: DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING] BUG=angleproject:1632 BUG=chromium:688419 Original change's description: > D3D11: Clean up blendState code. > > Masked Clear Draw Changes: > - Use universal blendstate object > - Eliminate blendState cache for masked clears > - Use rasterState and scissor rect for scissoring instead of adjusting vertex positions > - VB contains only static position data (per vertex color removed) > - Clear color(s) and depth clear values now passed in using a constant buffer > - MultiColorclear shader used for float clears to workaround alpha rounding issues > - Update shader compile script and shader source and bytecode headers > - Remove unused shaders (source and bytecode headers) > - Use com pointers where possible for D3D11 objects > > BUG=angleproject:1632 > > Change-Id: I98e38451bd453f53b772fe93ec9dcceb4196ea58 > Reviewed-on: https://chromium-review.googlesource.com/413736 > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com> > Commit-Queue: Jamie Madill <jmadill@chromium.org> > TBR=geofflang@chromium.org,jmadill@chromium.org,shahmeer.esmail@intel.com NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=angleproject:1632 Change-Id: Iea537505d8cce7241edaba1f1d9f404abb1d9a10 Reviewed-on: https://chromium-review.googlesource.com/437306Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 604359b9
...@@ -71,7 +71,6 @@ Intel Corporation ...@@ -71,7 +71,6 @@ Intel Corporation
Bryan Bernhart Bryan Bernhart
Yunchao He Yunchao He
Xinghua Cao Xinghua Cao
Shahmeer Esmail
Klarälvdalens Datakonsult AB Klarälvdalens Datakonsult AB
Milian Wolff Milian Wolff
......
...@@ -23,14 +23,6 @@ class Renderer11; ...@@ -23,14 +23,6 @@ class Renderer11;
class RenderTarget11; class RenderTarget11;
struct ClearParameters; struct ClearParameters;
struct MaskedRenderTarget
{
// Corrected alpha clear value
float alphaOverride;
// RenderTarget info
RenderTarget11 *renderTarget;
};
class Clear11 : angle::NonCopyable class Clear11 : angle::NonCopyable
{ {
public: public:
...@@ -42,20 +34,19 @@ class Clear11 : angle::NonCopyable ...@@ -42,20 +34,19 @@ class Clear11 : angle::NonCopyable
const gl::FramebufferState &fboData); const gl::FramebufferState &fboData);
private: private:
struct MaskedRenderTarget
{
bool colorMask[4];
RenderTarget11 *renderTarget;
};
ID3D11BlendState *getBlendState(const std::vector<MaskedRenderTarget> &rts);
ID3D11DepthStencilState *getDepthStencilState(const ClearParameters &clearParams); ID3D11DepthStencilState *getDepthStencilState(const ClearParameters &clearParams);
struct ClearShader final : public angle::NonCopyable struct ClearShader final : public angle::NonCopyable
{ {
ClearShader(const BYTE *vsByteCode, ClearShader(DXGI_FORMAT colorType,
size_t vsSize, const char *inputLayoutName,
const char *vsDebugName,
const BYTE *psByteCode,
size_t psSize,
const char *psDebugName);
ClearShader(const D3D11_INPUT_ELEMENT_DESC *ilDesc,
size_t ilSize,
const char *ilDebugName,
const BYTE *vsByteCode, const BYTE *vsByteCode,
size_t vsSize, size_t vsSize,
const char *vsDebugName, const char *vsDebugName,
...@@ -64,7 +55,7 @@ class Clear11 : angle::NonCopyable ...@@ -64,7 +55,7 @@ class Clear11 : angle::NonCopyable
const char *psDebugName); const char *psDebugName);
~ClearShader(); ~ClearShader();
d3d11::LazyInputLayout inputLayout; d3d11::LazyInputLayout *inputLayout;
d3d11::LazyShader<ID3D11VertexShader> vertexShader; d3d11::LazyShader<ID3D11VertexShader> vertexShader;
d3d11::LazyShader<ID3D11PixelShader> pixelShader; d3d11::LazyShader<ID3D11PixelShader> pixelShader;
}; };
...@@ -72,6 +63,13 @@ class Clear11 : angle::NonCopyable ...@@ -72,6 +63,13 @@ class Clear11 : angle::NonCopyable
template <unsigned int vsSize, unsigned int psSize> template <unsigned int vsSize, unsigned int psSize>
static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE(&vsByteCode)[vsSize], const BYTE(&psByteCode)[psSize]); static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE(&vsByteCode)[vsSize], const BYTE(&psByteCode)[psSize]);
struct ClearBlendInfo
{
bool maskChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
};
typedef bool(*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
struct ClearDepthStencilInfo struct ClearDepthStencilInfo
{ {
bool clearDepth; bool clearDepth;
...@@ -83,17 +81,16 @@ class Clear11 : angle::NonCopyable ...@@ -83,17 +81,16 @@ class Clear11 : angle::NonCopyable
Renderer11 *mRenderer; Renderer11 *mRenderer;
ClearBlendStateMap mClearBlendStates;
ClearShader *mFloatClearShader; ClearShader *mFloatClearShader;
ClearShader *mUintClearShader; ClearShader *mUintClearShader;
ClearShader *mIntClearShader; ClearShader *mIntClearShader;
ClearDepthStencilStateMap mClearDepthStencilStates; ClearDepthStencilStateMap mClearDepthStencilStates;
angle::ComPtr<ID3D11Buffer> mVertexBuffer; ID3D11Buffer *mVertexBuffer;
angle::ComPtr<ID3D11Buffer> mColorAndDepthDataBuffer; ID3D11RasterizerState *mRasterizerState;
angle::ComPtr<ID3D11RasterizerState> mScissorEnabledRasterizerState;
angle::ComPtr<ID3D11RasterizerState> mScissorDisabledRasterizerState;
angle::ComPtr<ID3D11BlendState> mBlendState;
}; };
} }
......
...@@ -882,9 +882,9 @@ void Renderer11::populateRenderer11DeviceCaps() ...@@ -882,9 +882,9 @@ void Renderer11::populateRenderer11DeviceCaps()
sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
if (SUCCEEDED(result)) if (SUCCEEDED(result))
{ {
mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView == TRUE); mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE);
mRenderer11DeviceCaps.supportsConstantBufferOffsets = mRenderer11DeviceCaps.supportsConstantBufferOffsets =
(d3d11Options.ConstantBufferOffsetting == TRUE); (d3d11Options.ConstantBufferOffsetting != FALSE);
} }
} }
......
...@@ -1886,17 +1886,14 @@ LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc, ...@@ -1886,17 +1886,14 @@ LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
mByteCode(byteCode), mByteCode(byteCode),
mDebugName(debugName) mDebugName(debugName)
{ {
if (inputDesc) memcpy(&mInputDesc[0], inputDesc, sizeof(D3D11_INPUT_ELEMENT_DESC) * inputDescLen);
{
memcpy(&mInputDesc[0], inputDesc, sizeof(D3D11_INPUT_ELEMENT_DESC) * inputDescLen);
}
} }
ID3D11InputLayout *LazyInputLayout::resolve(ID3D11Device *device) ID3D11InputLayout *LazyInputLayout::resolve(ID3D11Device *device)
{ {
checkAssociatedDevice(device); checkAssociatedDevice(device);
if (mByteCode != nullptr && mResource == nullptr) if (mResource == nullptr)
{ {
HRESULT result = HRESULT result =
device->CreateInputLayout(&mInputDesc[0], static_cast<UINT>(mInputDesc.size()), device->CreateInputLayout(&mInputDesc[0], static_cast<UINT>(mInputDesc.size()),
......
...@@ -112,11 +112,26 @@ struct PositionLayerTexCoord3DVertex ...@@ -112,11 +112,26 @@ struct PositionLayerTexCoord3DVertex
void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
unsigned int layer, float u, float v, float s); unsigned int layer, float u, float v, float s);
struct PositionVertex template <typename T>
struct PositionDepthColorVertex
{ {
float x, y, z, w; float x, y, z;
T r, g, b, a;
}; };
template <typename T>
void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
const gl::Color<T> &color)
{
vertex->x = x;
vertex->y = y;
vertex->z = z;
vertex->r = color.red;
vertex->g = color.green;
vertex->b = color.blue;
vertex->a = color.alpha;
}
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
template <typename T> template <typename T>
......
// // Assume we are in SM4+, which has 8 color outputs
// Copyright (c) 2017 The ANGLE Project. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Clear11.hlsl: Vertex and Pixel shaders for clearing RTVs and DSVs using void VS_ClearFloat( in float3 inPosition : POSITION, in float4 inColor : COLOR,
// draw calls and specifying float depth values and clear colors as either out float4 outPosition : SV_POSITION, out float4 outColor : COLOR)
// float, uint or sint. Notes:
// - UINT & SINT clears can only be compiled with FL10+.
// - VS_ClearAnyType_FL9 requires a VB to be bound with vertices
// defining a quad covering entire surface (in clip co-ordinates)
// - VS_ClearAnyType_FL9 used for all pixel shaders defined here
// Vertex Shader
// TODO (Shahmeer Esmail): Use SV_VertexID to generate quad (for FL10+) to
// avoid having to rely on a VB to be generated/bound
void VS_ClearAnyType( in float4 inPosition : POSITION,
out float4 outPosition : SV_POSITION)
{
outPosition = inPosition;
}
// Pixel Shader Constant Buffers
cbuffer ColorAndDepthDataFloat : register(b0)
{ {
float4 color_Float : packoffset(c0); outPosition = float4(inPosition, 1.0f);
float zValueF_Float : packoffset(c1.x); outColor = inColor;
float a1_Float : packoffset(c1.y);
float a2_Float : packoffset(c1.z);
float a3_Float : packoffset(c1.w);
float a4_Float : packoffset(c2.x);
float a5_Float : packoffset(c2.y);
float a6_Float : packoffset(c2.z);
float a7_Float : packoffset(c2.w);
} }
cbuffer ColorAndDepthDataSint : register(b0) struct PS_OutputFloat
{ {
int4 color_Sint : packoffset(c0); float4 color0 : SV_TARGET0;
float zValueF_Sint : packoffset(c1.x); float4 color1 : SV_TARGET1;
} float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float4 color7 : SV_TARGET7;
};
cbuffer ColorAndDepthDataUint : register(b0) PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
{ {
uint4 color_Uint : packoffset(c0); PS_OutputFloat outColor;
float zValueF_Uint : packoffset(c1.x); outColor.color0 = inColor;
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
return outColor;
} }
// Pixel Shader Output Structs
struct PS_OutputFloat_FL9 struct PS_OutputFloat_FL9
{ {
float4 color0 : SV_TARGET0; float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1; float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2; float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3; float4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
}; };
struct PS_OutputFloat PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
{ {
float4 color0 : SV_TARGET0; PS_OutputFloat_FL9 outColor;
float4 color1 : SV_TARGET1; outColor.color0 = inColor;
float4 color2 : SV_TARGET2; outColor.color1 = inColor;
float4 color3 : SV_TARGET3; outColor.color2 = inColor;
float4 color4 : SV_TARGET4; outColor.color3 = inColor;
float4 color5 : SV_TARGET5; return outColor;
float4 color6 : SV_TARGET6; }
float4 color7 : SV_TARGET7;
float depth : SV_DEPTH; void VS_ClearUint( in float3 inPosition : POSITION, in uint4 inColor : COLOR,
}; out float4 outPosition : SV_POSITION, out uint4 outColor : COLOR)
{
outPosition = float4(inPosition, 1.0f);
outColor = inColor;
}
struct PS_OutputUint struct PS_OutputUint
{ {
...@@ -81,9 +68,30 @@ struct PS_OutputUint ...@@ -81,9 +68,30 @@ struct PS_OutputUint
uint4 color5 : SV_TARGET5; uint4 color5 : SV_TARGET5;
uint4 color6 : SV_TARGET6; uint4 color6 : SV_TARGET6;
uint4 color7 : SV_TARGET7; uint4 color7 : SV_TARGET7;
float depth : SV_DEPTH;
}; };
PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION, in uint4 inColor : COLOR)
{
PS_OutputUint outColor;
outColor.color0 = inColor;
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
return outColor;
}
void VS_ClearSint( in float3 inPosition : POSITION, in int4 inColor : COLOR,
out float4 outPosition : SV_POSITION, out int4 outColor : COLOR)
{
outPosition = float4(inPosition, 1.0f);
outColor = inColor;
}
struct PS_OutputSint struct PS_OutputSint
{ {
int4 color0 : SV_TARGET0; int4 color0 : SV_TARGET0;
...@@ -94,63 +102,18 @@ struct PS_OutputSint ...@@ -94,63 +102,18 @@ struct PS_OutputSint
int4 color5 : SV_TARGET5; int4 color5 : SV_TARGET5;
int4 color6 : SV_TARGET6; int4 color6 : SV_TARGET6;
int4 color7 : SV_TARGET7; int4 color7 : SV_TARGET7;
float depth : SV_DEPTH;
}; };
// Pixel Shaders (FL_9) PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION, in int4 inColor : COLOR)
PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat_FL9 outColorsAndDepth;
outColorsAndDepth.color0 = color_Float;
outColorsAndDepth.color1 = float4(color_Float.xyz, a1_Float);
outColorsAndDepth.color2 = float4(color_Float.xyz, a2_Float);
outColorsAndDepth.color3 = float4(color_Float.xyz, a3_Float);
outColorsAndDepth.depth = zValueF_Float;
return outColorsAndDepth;
}
// Pixel Shaders (FL_10+)
PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat outColorsAndDepth;
outColorsAndDepth.color0 = color_Float;
outColorsAndDepth.color1 = float4(color_Float.xyz, a1_Float);
outColorsAndDepth.color2 = float4(color_Float.xyz, a2_Float);
outColorsAndDepth.color3 = float4(color_Float.xyz, a3_Float);
outColorsAndDepth.color4 = float4(color_Float.xyz, a4_Float);
outColorsAndDepth.color5 = float4(color_Float.xyz, a5_Float);
outColorsAndDepth.color6 = float4(color_Float.xyz, a6_Float);
outColorsAndDepth.color7 = float4(color_Float.xyz, a7_Float);
outColorsAndDepth.depth = zValueF_Float;
return outColorsAndDepth;
}
PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION)
{
PS_OutputUint outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.color5 = color_Uint;
outData.color6 = color_Uint;
outData.color7 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION)
{ {
PS_OutputSint outData; PS_OutputSint outColor;
outData.color0 = color_Sint; outColor.color0 = inColor;
outData.color1 = color_Sint; outColor.color1 = inColor;
outData.color2 = color_Sint; outColor.color2 = inColor;
outData.color3 = color_Sint; outColor.color3 = inColor;
outData.color4 = color_Sint; outColor.color4 = inColor;
outData.color5 = color_Sint; outColor.color5 = inColor;
outData.color6 = color_Sint; outColor.color6 = inColor;
outData.color7 = color_Sint; outColor.color7 = inColor;
outData.depth = zValueF_Sint; return outColor;
return outData;
} }
...@@ -8,7 +8,8 @@ ...@@ -8,7 +8,8 @@
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw // POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw
// //
// //
// Output signature: // Output signature:
...@@ -16,6 +17,7 @@ ...@@ -16,6 +17,7 @@
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// //
// //
// Runtime generated constant mappings: // Runtime generated constant mappings:
...@@ -28,109 +30,146 @@ ...@@ -28,109 +30,146 @@
// Level9 shader bytecode: // Level9 shader bytecode:
// //
vs_2_x vs_2_x
def c1, 1, 0, 0, 0
dcl_texcoord v0 dcl_texcoord v0
mad oPos.xy, v0.w, c0, v0 dcl_texcoord1 v1
mov oPos.zw, v0 add oPos.xy, v0, c0
mad oPos.zw, v0.z, c1.xyxy, c1.xyyx
mov oT0, v1
// approximately 2 instruction slots used // approximately 3 instruction slots used
vs_4_0 vs_4_0
dcl_input v0.xyzw dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
mov o0.xyzw, v0.xyzw dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret ret
// Approximately 2 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_ClearAnyType[] = const BYTE g_VS_ClearFloat[] =
{ {
68, 88, 66, 67, 176, 74, 68, 88, 66, 67, 254, 253,
193, 175, 25, 51, 252, 39, 200, 174, 22, 35, 97, 190,
176, 214, 107, 38, 137, 209, 187, 200, 253, 161, 246, 45,
240, 189, 1, 0, 0, 0, 67, 66, 1, 0, 0, 0,
28, 2, 0, 0, 6, 0, 204, 2, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
156, 0, 0, 0, 224, 0, 208, 0, 0, 0, 84, 1,
0, 0, 92, 1, 0, 0, 0, 0, 208, 1, 0, 0,
180, 1, 0, 0, 232, 1, 40, 2, 0, 0, 120, 2,
0, 0, 65, 111, 110, 57, 0, 0, 65, 111, 110, 57,
92, 0, 0, 0, 92, 0, 144, 0, 0, 0, 144, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
52, 0, 0, 0, 40, 0, 104, 0, 0, 0, 40, 0,
0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 36, 0,
0, 0, 36, 0, 0, 0, 0, 0, 36, 0, 0, 0,
36, 0, 0, 0, 36, 0, 36, 0, 0, 0, 36, 0,
1, 0, 36, 0, 0, 0, 1, 0, 36, 0, 0, 0,
0, 0, 1, 2, 254, 255, 0, 0, 1, 2, 254, 255,
81, 0, 0, 5, 1, 0,
15, 160, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 5, 0, 31, 0, 0, 2, 5, 0,
0, 128, 0, 0, 15, 144, 0, 128, 0, 0, 15, 144,
4, 0, 0, 4, 0, 0, 31, 0, 0, 2, 5, 0,
3, 192, 0, 0, 255, 144, 1, 128, 1, 0, 15, 144,
0, 0, 228, 160, 0, 0, 2, 0, 0, 3, 0, 0,
228, 144, 1, 0, 0, 2, 3, 192, 0, 0, 228, 144,
0, 0, 12, 192, 0, 0, 0, 0, 228, 160, 4, 0,
228, 144, 255, 255, 0, 0, 0, 4, 0, 0, 12, 192,
83, 72, 68, 82, 60, 0, 0, 0, 170, 144, 1, 0,
0, 0, 64, 0, 1, 0, 68, 160, 1, 0, 20, 160,
15, 0, 0, 0, 95, 0, 1, 0, 0, 2, 0, 0,
0, 3, 242, 16, 16, 0, 15, 224, 1, 0, 228, 144,
0, 0, 0, 0, 103, 0, 255, 255, 0, 0, 83, 72,
0, 4, 242, 32, 16, 0, 68, 82, 124, 0, 0, 0,
0, 0, 0, 0, 1, 0, 64, 0, 1, 0, 31, 0,
0, 0, 54, 0, 0, 5, 0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 70, 30, 16, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 62, 0, 101, 0, 0, 3, 242, 32,
0, 1, 83, 84, 65, 84, 16, 0, 1, 0, 0, 0,
116, 0, 0, 0, 2, 0, 54, 0, 0, 5, 114, 32,
0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
0, 0, 0, 0, 2, 0, 70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 82, 68, 69, 70,
80, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
82, 68, 69, 70, 80, 0, 0, 0, 0, 0, 28, 0,
0, 0, 0, 4, 254, 255,
0, 1, 0, 0, 28, 0,
0, 0, 77, 105, 99, 114,
111, 115, 111, 102, 116, 32,
40, 82, 41, 32, 72, 76,
83, 76, 32, 83, 104, 97,
100, 101, 114, 32, 67, 111,
109, 112, 105, 108, 101, 114,
32, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54,
51, 56, 52, 0, 171, 171,
73, 83, 71, 78, 72, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 28, 0, 0, 0, 7, 7, 0, 0, 65, 0,
0, 4, 254, 255, 0, 1,
0, 0, 28, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 54,
46, 51, 46, 57, 54, 48,
48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 73, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 15, 15, 0, 0, 1, 0, 0, 0,
0, 0, 80, 79, 83, 73, 15, 15, 0, 0, 80, 79,
84, 73, 79, 78, 0, 171, 83, 73, 84, 73, 79, 78,
171, 171, 79, 83, 71, 78, 0, 67, 79, 76, 79, 82,
44, 0, 0, 0, 1, 0, 0, 171, 79, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 80, 79, 83, 83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0 73, 84, 73, 79, 78, 0,
67, 79, 76, 79, 82, 0,
171, 171
}; };
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE int xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE int xyzw
//
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_ClearSint[] =
{
68, 88, 66, 67, 20, 240,
85, 136, 255, 181, 253, 103,
207, 181, 122, 106, 92, 25,
228, 89, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 54, 46, 51,
46, 57, 54, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83,
71, 78, 76, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE uint xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE uint xyzw
//
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_ClearUint[] =
{
68, 88, 66, 67, 62, 191,
52, 95, 60, 98, 193, 75,
194, 36, 187, 194, 54, 24,
232, 224, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 54, 46, 51,
46, 57, 54, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83,
71, 78, 76, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
...@@ -20,23 +20,24 @@ if "%1" == "release" ( ...@@ -20,23 +20,24 @@ if "%1" == "release" (
) )
:: Shaders for OpenGL ES 2.0 and OpenGL ES 3.0+ :: Shaders for OpenGL ES 2.0 and OpenGL ES 3.0+
:: | Input file | Entry point | Type | Output file | Debug | :: | Input file | Entry point | Type | Output file | Debug |
call:BuildShader Passthrough2D11.hlsl VS_Passthrough2D vs_4_0_level_9_3 compiled\passthrough2d11vs.h %debug% call:BuildShader Passthrough2D11.hlsl VS_Passthrough2D vs_4_0_level_9_3 compiled\passthrough2d11vs.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2D ps_4_0_level_9_3 compiled\passthroughrgba2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2D ps_4_0_level_9_3 compiled\passthroughrgba2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2D ps_4_0_level_9_3 compiled\passthroughrgb2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2D ps_4_0_level_9_3 compiled\passthroughrgb2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2D ps_4_0_level_9_3 compiled\passthroughrg2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2D ps_4_0_level_9_3 compiled\passthroughrg2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2D ps_4_0_level_9_3 compiled\passthroughr2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2D ps_4_0_level_9_3 compiled\passthroughr2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughLum2D ps_4_0_level_9_3 compiled\passthroughlum2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughLum2D ps_4_0_level_9_3 compiled\passthroughlum2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughLumAlpha2D ps_4_0_level_9_3 compiled\passthroughlumalpha2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughLumAlpha2D ps_4_0_level_9_3 compiled\passthroughlumalpha2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBAPremultiply2D ps_4_0_level_9_3 compiled\passthroughrgbapremultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBAPremultiply2D ps_4_0_level_9_3 compiled\passthroughrgbapremultiply2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBAUnmultiply2D ps_4_0_level_9_3 compiled\passthroughrgbaunmultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBAUnmultiply2D ps_4_0_level_9_3 compiled\passthroughrgbaunmultiply2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBPremultiply2D ps_4_0_level_9_3 compiled\passthroughrgbpremultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBPremultiply2D ps_4_0_level_9_3 compiled\passthroughrgbpremultiply2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBUnmultiply2D ps_4_0_level_9_3 compiled\passthroughrgbunmultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBUnmultiply2D ps_4_0_level_9_3 compiled\passthroughrgbunmultiply2d11ps.h %debug%
call:BuildShader Clear11.hlsl VS_ClearAnyType vs_4_0_level_9_3 compiled\clearanytype11vs.h %debug% call:BuildShader Clear11.hlsl VS_ClearFloat vs_4_0_level_9_3 compiled\clearfloat11vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat ps_4_0 compiled\clearfloat11ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearFloat ps_4_0 compiled\clearfloat11ps.h %debug%
:: Shaders for OpenGL ES 3.0+ only :: Shaders for OpenGL ES 3.0+ only
:: | Input file | Entry point | Type | Output file | Debug | :: | Input file | Entry point | Type | Output file | Debug |
...@@ -79,7 +80,10 @@ call:BuildShader Swizzle11.hlsl PS_SwizzleF2DArray ps_4_0 co ...@@ -79,7 +80,10 @@ call:BuildShader Swizzle11.hlsl PS_SwizzleF2DArray ps_4_0 co
call:BuildShader Swizzle11.hlsl PS_SwizzleI2DArray ps_4_0 compiled\swizzlei2darrayps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleI2DArray ps_4_0 compiled\swizzlei2darrayps.h %debug%
call:BuildShader Swizzle11.hlsl PS_SwizzleUI2DArray ps_4_0 compiled\swizzleui2darrayps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleUI2DArray ps_4_0 compiled\swizzleui2darrayps.h %debug%
call:BuildShader Clear11.hlsl VS_ClearUint vs_4_0 compiled\clearuint11vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint ps_4_0 compiled\clearuint11ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearUint ps_4_0 compiled\clearuint11ps.h %debug%
call:BuildShader Clear11.hlsl VS_ClearSint vs_4_0 compiled\clearsint11vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint ps_4_0 compiled\clearsint11ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearSint ps_4_0 compiled\clearsint11ps.h %debug%
call:BuildShader BufferToTexture11.hlsl VS_BufferToTexture vs_4_0 compiled/buffertotexture11_vs.h %debug% call:BuildShader BufferToTexture11.hlsl VS_BufferToTexture vs_4_0 compiled/buffertotexture11_vs.h %debug%
......
...@@ -388,11 +388,12 @@ ...@@ -388,11 +388,12 @@
'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearanytype11vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h',
...@@ -769,6 +770,7 @@ ...@@ -769,6 +770,7 @@
}], }],
], ],
}, },
{ {
'target_name': 'libANGLE_renderer_config', 'target_name': 'libANGLE_renderer_config',
'type': 'none', 'type': 'none',
...@@ -814,6 +816,7 @@ ...@@ -814,6 +816,7 @@
], ],
}, },
}, },
{ {
'target_name': 'libANGLE', 'target_name': 'libANGLE',
'type': 'static_library', 'type': 'static_library',
...@@ -1106,6 +1109,7 @@ ...@@ -1106,6 +1109,7 @@
}], }],
], ],
}, },
{ {
'target_name': 'libGLESv2_static', 'target_name': 'libGLESv2_static',
'type': 'static_library', 'type': 'static_library',
...@@ -1128,4 +1132,4 @@ ...@@ -1128,4 +1132,4 @@
], ],
}, },
], ],
} }
\ No newline at end of file
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