Files
godot-angle-static/src/angle_program_serialize_data_version.gni
Shahbaz Youssefi 9b63700be1 Translator: Reorganize files
This change makes the translator files more organized by:

- Grouping files that are specific to a certain output under their own
  directory,
- Moving transformations under tree_ops
- Removing Direct from metal translation now that that SPIR-V Cross path
  is removed

Bug: angleproject:6394
Change-Id: Iaf5bb8d5604b84748dece029821b1f77b2813967
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4678780
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
2023-07-11 17:43:15 +00:00

77 lines
3.3 KiB
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# Copyright 2022 The ANGLE Project Authors. All rights reserved.
# Use of this source code is governed by a BSD-style license that can be
# found in the LICENSE file.
# Define a list of source files that ANGLE_PROGRAM_VERSION hash value is
# generated from. When any of the files listed below changes, the
# ANGLE_PROGRAM_VERSION should change and we will invalidate shader program
# cache blobs: applications will compile shader programs from scratch and not
# loading from blob caches.
# The path of all the files added to angle_code_affecting_program_serialize
# must be relative to angle_root.
import("compiler.gni")
import("libANGLE/renderer/d3d/d3d_backend.gni")
import("libANGLE/renderer/gl/gl_backend.gni")
import("libANGLE/renderer/metal/metal_backend.gni")
import("libANGLE/renderer/null/null_backend.gni")
import("libANGLE/renderer/vulkan/vulkan_backend.gni")
import("libGLESv2.gni")
angle_code_affecting_program_serialize = libangle_common_sources
angle_code_affecting_program_serialize += libangle_headers
angle_code_affecting_program_serialize += libangle_sources
angle_code_affecting_program_serialize += libangle_gl_sources
angle_code_affecting_program_serialize += libangle_includes
angle_code_affecting_program_serialize += angle_translator_exported_headers
angle_code_affecting_program_serialize += angle_translator_sources
angle_code_affecting_program_serialize += angle_translator_glsl_base_sources
angle_code_affecting_program_serialize +=
angle_translator_glsl_and_vulkan_base_sources
angle_code_affecting_program_serialize += angle_translator_essl_sources
angle_code_affecting_program_serialize += angle_translator_glsl_sources
angle_code_affecting_program_serialize += angle_translator_glsl_apple_sources
angle_code_affecting_program_serialize += angle_translator_hlsl_sources
angle_code_affecting_program_serialize += angle_translator_lib_spirv_sources
angle_code_affecting_program_serialize +=
angle_translator_essl_symbol_table_sources
angle_code_affecting_program_serialize +=
angle_translator_glsl_symbol_table_sources
angle_code_affecting_program_serialize += angle_translator_lib_msl_sources
angle_code_affecting_program_serialize += angle_preprocessor_sources
vulkan_backend_dir = "libANGLE/renderer/vulkan/"
angle_code_affecting_program_serialize +=
rebase_path(vulkan_backend_sources, angle_root, vulkan_backend_dir)
gl_backend_dir = "libANGLE/renderer/gl/"
angle_code_affecting_program_serialize +=
rebase_path(gl_backend_sources, angle_root, gl_backend_dir)
d3d_backend_dir = "libANGLE/renderer/d3d/"
angle_code_affecting_program_serialize +=
rebase_path(d3d_shared_sources, angle_root, d3d_backend_dir)
if (angle_enable_d3d9) {
angle_code_affecting_program_serialize +=
rebase_path(d3d9_backend_sources, angle_root, d3d_backend_dir)
}
if (angle_enable_d3d11) {
angle_code_affecting_program_serialize +=
rebase_path(d3d11_backend_sources, angle_root, d3d_backend_dir)
}
null_backend_dir = "libANGLE/renderer/null/"
angle_code_affecting_program_serialize +=
rebase_path(null_backend_sources, angle_root, null_backend_dir)
metal_backend_dir = "libANGLE/renderer/metal/"
angle_code_affecting_program_serialize +=
rebase_path(metal_backend_sources, angle_root, metal_backend_dir)
if (angle_has_frame_capture) {
angle_code_affecting_program_serialize += libangle_capture_sources
}