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PlatformWin.cmake
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# We're targeting Windows 10 which will have DirectX 11 on it so require that
# but make DirectX 9 optional
list(APPEND ANGLE_DEFINITIONS
GL_APICALL=
GL_API=
NOMINMAX
)
# We're targeting Windows 10 which will have DirectX 11
list(APPEND ANGLE_SOURCES
${_d3d11_backend_sources}
${_d3d_shared_sources}
${angle_translator_hlsl_sources}
${libangle_gpu_info_util_sources}
${libangle_gpu_info_util_win_sources}
)
list(APPEND ANGLE_DEFINITIONS
ANGLE_ENABLE_D3D11
ANGLE_ENABLE_HLSL
# VCPKG EDIT: add ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
"-DANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES={ \"d3dcompiler_47.dll\", \"d3dcompiler_46.dll\", \"d3dcompiler_43.dll\" }"
)
list(APPEND ANGLEGLESv2_LIBRARIES dxguid dxgi)
if(NOT angle_is_winuwp) # vcpkg EDIT: Exclude DirectX 9 on UWP
# DirectX 9 support should be optional but ANGLE will not compile without it
list(APPEND ANGLE_SOURCES ${_d3d9_backend_sources})
list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_D3D9)
list(APPEND ANGLEGLESv2_LIBRARIES d3d9)
endif()
# VCPKG EDITS:
# Do not specify library type here
# Handle angle_enable_d3d11_compositor_native_window defines
if(angle_enable_d3d11_compositor_native_window)
list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW)
endif()
# OpenGL backend
if(USE_OPENGL)
# Enable GLSL compiler output.
list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_GLSL)
if(USE_ANGLE_EGL OR ENABLE_WEBGL)
list(APPEND ANGLE_SOURCES
${_gl_backend_sources}
${libangle_gl_egl_dl_sources}
${libangle_gl_egl_sources}
${libangle_gl_sources}
)
list(APPEND ANGLE_DEFINITIONS
ANGLE_ENABLE_OPENGL
)
endif()
endif()