54 lines
1.8 KiB
C
54 lines
1.8 KiB
C
//
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// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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#ifndef LIBANGLE_FEATURES_H_
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#define LIBANGLE_FEATURES_H_
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#define ANGLE_DISABLED 0
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#define ANGLE_ENABLED 1
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// Feature defaults
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// Direct3D9EX
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// The "Debug This Pixel..." feature in PIX often fails when using the
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// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
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// machine, define "ANGLE_D3D9EX=0" in your project file.
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#if !defined(ANGLE_D3D9EX)
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#define ANGLE_D3D9EX ANGLE_ENABLED
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#endif
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// Vsync
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// ENABLED allows Vsync to be configured at runtime
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// DISABLED disallows Vsync
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#if !defined(ANGLE_VSYNC)
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#define ANGLE_VSYNC ANGLE_ENABLED
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#endif
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// Program binary loading
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#if !defined(ANGLE_PROGRAM_BINARY_LOAD)
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#define ANGLE_PROGRAM_BINARY_LOAD ANGLE_ENABLED
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#endif
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// Append HLSL assembly to shader debug info. Defaults to enabled in Debug and off in Release.
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#if !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO)
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#if !defined(NDEBUG)
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#define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_ENABLED
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#else
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#define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_DISABLED
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#endif // !defined(NDEBUG)
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#endif // !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO)
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// Program link validation of precisions for uniforms. This feature was
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// requested by developers to allow non-conformant shaders to be used which
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// contain mismatched precisions.
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// ENABLED validate that precision for uniforms match between vertex and fragment shaders
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// DISABLED allow precision for uniforms to differ between vertex and fragment shaders
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#if !defined(ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION)
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#define ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION ANGLE_ENABLED
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#endif
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#endif // LIBANGLE_FEATURES_H_
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