// // Copyright 2014 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. // #ifndef LIBANGLE_FEATURES_H_ #define LIBANGLE_FEATURES_H_ #include "common/platform.h" // Feature defaults // Direct3D9EX // The "Debug This Pixel..." feature in PIX often fails when using the // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 // machine, define "ANGLE_D3D9EX=0" in your project file. #if !defined(ANGLE_D3D9EX) #define ANGLE_D3D9EX … #endif // Vsync // ENABLED allows Vsync to be configured at runtime // DISABLED disallows Vsync #if !defined(ANGLE_VSYNC) #define ANGLE_VSYNC … #endif // Append HLSL assembly to shader debug info. Defaults to enabled in Debug and off in Release. #if !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) # if !defined(NDEBUG) #define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO … # else #define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO … # endif // !defined(NDEBUG) #endif // !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) // Program link validation of precisions for uniforms. This feature was // requested by developers to allow non-conformant shaders to be used which // contain mismatched precisions. // ENABLED validate that precision for uniforms match between vertex and fragment shaders // DISABLED allow precision for uniforms to differ between vertex and fragment shaders #if !defined(ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION) #define ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION … #endif #endif // LIBANGLE_FEATURES_H_