Commit fc2521e1 by Jamie Madill

Fix build on Windows 8.1 SDK.

The Windows 8.1 SDK includes a new DLL compiler DLL, and is useful to test against, so we should fix the few deprecated functions and warnings. BUG=angle:649 Change-Id: I28bcf49564f3f7d7403d939d61dd78d3972281ba Reviewed-on: https://chromium-review.googlesource.com/199341Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 2d76e5f6
...@@ -28,7 +28,7 @@ debug.txt ...@@ -28,7 +28,7 @@ debug.txt
*.orig *.orig
*.rej *.rej
.gclient_entries .gclient_entries
third_party /third_party
tests/third_party tests/third_party
out out
lib/* lib/*
......
...@@ -113,124 +113,104 @@ ...@@ -113,124 +113,104 @@
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<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgba2dui11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\buffertotexture11_vs.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\buffertotexture11_vs.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\buffertotexture11_ps_4i.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\swizzlef2dps.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\swizzlef2dps.h"/>
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...@@ -238,49 +218,70 @@ ...@@ -238,49 +218,70 @@
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...@@ -441,28 +444,28 @@ ...@@ -441,28 +444,28 @@
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<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgba3di11ps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgb3d11ps.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgb2d11ps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgba2dui11ps.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\clearuint11ps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\buffertotexture11_ps_4i.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\clearsint11ps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughlumalpha2d11ps.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrg3dui11ps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\clearuint11ps.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthrough3d11vs.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrg3dui11ps.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\swizzleui3dps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthrough3d11vs.h">
<Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d11\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgb3dui11ps.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d11\shaders\compiled\passthroughrgb3dui11ps.h">
...@@ -627,9 +630,6 @@ ...@@ -627,9 +630,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h">
<Filter>src\libGLESv2\renderer\d3d</Filter> <Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\VertexDeclarationCache.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\renderer9_utils.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\renderer9_utils.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
...@@ -639,85 +639,88 @@ ...@@ -639,85 +639,88 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Image9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Image9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\renderer9_utils.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\ShaderExecutable9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\ShaderExecutable9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\VertexDeclarationCache.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\VertexDeclarationCache.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Fence9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Blit9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\ShaderCache.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\ShaderCache.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Blit9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\RenderTarget9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\RenderTarget9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\ShaderExecutable9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\ShaderExecutable9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\BufferStorage9.cpp"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\VertexBuffer9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Renderer9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Renderer9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\TextureStorage9.cpp"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Image9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\SwapChain9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\SwapChain9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Fence9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\formatutils9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\formatutils9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Query9.h"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Fence9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\SwapChain9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\SwapChain9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\IndexBuffer9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\VertexBuffer9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\BufferStorage9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Renderer9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\VertexBuffer9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Query9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Renderer9.h"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\VertexDeclarationCache.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\renderer9_utils.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\RenderTarget9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Blit9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\formatutils9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Blit9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\BufferStorage9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\TextureStorage9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Query9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Fence9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\TextureStorage9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\TextureStorage9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\VertexBuffer9.h"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\IndexBuffer9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\RenderTarget9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\Query9.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d9\formatutils9.cpp">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\Image9.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\BufferStorage9.h">
<Filter>src\libGLESv2\renderer\d3d9</Filter> <Filter>src\libGLESv2\renderer\d3d9</Filter>
</ClInclude> </ClInclude>
<None Include="..\..\src\libGLESv2\renderer\d3d9\shaders\Blit.ps"> <None Include="..\..\src\libGLESv2\renderer\d3d9\shaders\Blit.ps">
...@@ -744,72 +747,78 @@ ...@@ -744,72 +747,78 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\shaders\compiled\standardvs.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d9\shaders\compiled\standardvs.h">
<Filter>src\libGLESv2\renderer\d3d9\shaders\compiled</Filter> <Filter>src\libGLESv2\renderer\d3d9\shaders\compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\common\RefCountObject.h">
<Filter>src\common</Filter>
</ClInclude>
<ClInclude Include="..\..\src\common\mathutil.h"> <ClInclude Include="..\..\src\common\mathutil.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\common\event_tracer.h">
<Filter>src\common</Filter>
</ClInclude>
<ClCompile Include="..\..\src\common\event_tracer.cpp"> <ClCompile Include="..\..\src\common\event_tracer.cpp">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\common\blocklayout.h"> <ClInclude Include="..\..\src\common\blocklayout.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\common\RefCountObject.cpp"> <ClInclude Include="..\..\src\common\debug.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClCompile> </ClInclude>
<ClCompile Include="..\..\src\common\utilities.cpp"> <ClInclude Include="..\..\src\common\shadervars.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClCompile> </ClInclude>
<ClCompile Include="..\..\src\common\debug.cpp"> <ClInclude Include="..\..\src\common\utilities.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClCompile> </ClInclude>
<ClCompile Include="..\..\src\common\mathutil.cpp"> <ClCompile Include="..\..\src\common\blocklayout.cpp">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\common\debug.h"> <ClInclude Include="..\..\src\common\angleutils.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\common\shadervars.h"> <ClInclude Include="..\..\src\common\RefCountObject.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\common\version.h"> <ClInclude Include="..\..\src\common\event_tracer.h">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\common\utilities.h"> <ClCompile Include="..\..\src\common\RefCountObject.cpp">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClCompile>
<ClInclude Include="..\..\src\common\angleutils.h"> <ClCompile Include="..\..\src\common\utilities.cpp">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClInclude> </ClCompile>
<ClCompile Include="..\..\src\common\blocklayout.cpp"> <ClCompile Include="..\..\src\common\mathutil.cpp">
<Filter>src\common</Filter> <Filter>src\common</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\third_party\murmurhash\MurmurHash3.cpp"> <ClCompile Include="..\..\src\common\debug.cpp">
<Filter>src\third_party\murmurhash</Filter> <Filter>src\common</Filter>
</ClCompile>
<ClInclude Include="..\..\src\common\version.h">
<Filter>src\common</Filter>
</ClInclude>
<ClInclude Include="..\..\src\third_party\systeminfo\SystemInfo.h">
<Filter>src\third_party\systeminfo</Filter>
</ClInclude>
<ClCompile Include="..\..\src\third_party\systeminfo\SystemInfo.cpp">
<Filter>src\third_party\systeminfo</Filter>
</ClCompile> </ClCompile>
<ClInclude Include="..\..\src\third_party\murmurhash\MurmurHash3.h"> <ClInclude Include="..\..\src\third_party\murmurhash\MurmurHash3.h">
<Filter>src\third_party\murmurhash</Filter> <Filter>src\third_party\murmurhash</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\third_party\murmurhash\MurmurHash3.cpp">
<Filter>src\third_party\murmurhash</Filter>
</ClCompile>
<ClInclude Include="..\..\include\KHR\khrplatform.h"> <ClInclude Include="..\..\include\KHR\khrplatform.h">
<Filter>include\KHR</Filter> <Filter>include\KHR</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\include\GLSLANG\ShaderLang.h"> <ClInclude Include="..\..\include\GLSLANG\ShaderLang.h">
<Filter>include\GLSLANG</Filter> <Filter>include\GLSLANG</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\include\GLES2\gl2platform.h">
<Filter>include\GLES2</Filter>
</ClInclude>
<ClInclude Include="..\..\include\GLES2\gl2ext.h"> <ClInclude Include="..\..\include\GLES2\gl2ext.h">
<Filter>include\GLES2</Filter> <Filter>include\GLES2</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\include\GLES2\gl2.h"> <ClInclude Include="..\..\include\GLES2\gl2.h">
<Filter>include\GLES2</Filter> <Filter>include\GLES2</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\include\GLES2\gl2platform.h">
<Filter>include\GLES2</Filter>
</ClInclude>
<ClInclude Include="..\..\include\GLES3\gl3ext.h"> <ClInclude Include="..\..\include\GLES3\gl3ext.h">
<Filter>include\GLES3</Filter> <Filter>include\GLES3</Filter>
</ClInclude> </ClInclude>
......
...@@ -453,6 +453,7 @@ void Win32Window::destroy() ...@@ -453,6 +453,7 @@ void Win32Window::destroy()
{ {
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglTerminate(mDisplay); eglTerminate(mDisplay);
mDisplay = EGL_NO_DISPLAY;
} }
if (mNativeDisplay) if (mNativeDisplay)
......
...@@ -36,7 +36,7 @@ ...@@ -36,7 +36,7 @@
'sources': 'sources':
[ [
'<!@(python <(angle_path)/enumerate_files.py \ '<!@(python <(angle_path)/enumerate_files.py \
-dirs common libGLESv2 third_party/murmurhash ../include \ -dirs common libGLESv2 third_party/murmurhash ../include third_party/systeminfo \
-types *.cpp *.h *.hlsl *.vs *.ps *.bat *.def *.rc \ -types *.cpp *.h *.hlsl *.vs *.ps *.bat *.def *.rc \
-excludes */d3d/* */d3d9/* */d3d11/*)', -excludes */d3d/* */d3d9/* */d3d11/*)',
], ],
......
...@@ -19,19 +19,6 @@ ...@@ -19,19 +19,6 @@
#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1 #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
#endif #endif
const int versionWindowsVista = MAKEWORD(0x00, 0x06);
const int versionWindows7 = MAKEWORD(0x01, 0x06);
// Return the version of the operating system in a format suitable for ordering
// comparison.
inline int getComparableOSVersion()
{
DWORD version = GetVersion();
int majorVersion = LOBYTE(LOWORD(version));
int minorVersion = HIBYTE(LOWORD(version));
return MAKEWORD(minorVersion, majorVersion);
}
namespace egl namespace egl
{ {
class Display; class Display;
......
...@@ -161,7 +161,7 @@ D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotro ...@@ -161,7 +161,7 @@ D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotro
if (maxAnisotropy > 1.0f) if (maxAnisotropy > 1.0f)
{ {
return D3D11_ENCODE_ANISOTROPIC_FILTER(comparison); return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison));
} }
else else
{ {
...@@ -186,7 +186,7 @@ D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotro ...@@ -186,7 +186,7 @@ D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotro
default: UNREACHABLE(); default: UNREACHABLE();
} }
return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, comparison); return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison));
} }
} }
......
...@@ -35,6 +35,7 @@ ...@@ -35,6 +35,7 @@
#include "libEGL/Display.h" #include "libEGL/Display.h"
#include "third_party/trace_event/trace_event.h" #include "third_party/trace_event/trace_event.h"
#include "third_party/systeminfo/SystemInfo.h"
// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros // Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
#define REF_RAST 0 #define REF_RAST 0
...@@ -266,7 +267,7 @@ EGLint Renderer9::initialize() ...@@ -266,7 +267,7 @@ EGLint Renderer9::initialize()
mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) && mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
!(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) && !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
!(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) && !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
!(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD); !(!isWindowsVistaOrGreater() && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
// Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2)); mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
......
/*
* Copyright (C) 2009 Apple Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#if _WIN32_WINNT_WINBLUE
#include <versionhelpers.h>
#endif
#include <windows.h>
namespace rx {
#ifndef _WIN32_WINNT_WINBLUE
static bool IsWindowsVistaOrGreater()
{
OSVERSIONINFOEXW osvi = { };
osvi.dwOSVersionInfoSize = sizeof(osvi);
osvi.dwMajorVersion = HIBYTE(_WIN32_WINNT_VISTA);
osvi.dwMinorVersion = LOBYTE(_WIN32_WINNT_VISTA);
DWORDLONG condition = 0;
VER_SET_CONDITION(condition, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(condition, VER_MINORVERSION, VER_GREATER_EQUAL);
return !!::VerifyVersionInfoW(&osvi, VER_MAJORVERSION | VER_MINORVERSION, condition);
}
#endif
bool isWindowsVistaOrGreater()
{
static bool initialized = false;
static bool cachedIsWindowsVistaOrGreater;
if (!initialized) {
initialized = true;
cachedIsWindowsVistaOrGreater = IsWindowsVistaOrGreater();
}
return cachedIsWindowsVistaOrGreater;
}
} // namespace rx
/*
* Copyright (C) 2009 Apple Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef SystemInfo_h
#define SystemInfo_h
namespace rx {
bool isWindowsVistaOrGreater();
} // namespace rx
#endif // SystemInfo_h
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