Hash :
e6662832
Author :
Date :
2022-04-28T17:30:41
Re-land fixing of commit ID for Android builds. Android infra does not store the .git directory alongside the checked out code, instead using a gitdir directive to point elsewhere. This caused the commit_id script to fail, which could cause issues with disk-backed program caches on updates when the serialization format changes. Tested: 1) Verified that cached binaries do not load when the ANGLE hash is "unknown hash". This fixes a bug where the serialization format could change but we are unaware of a change because the hash is technically the same. 2) Verified that Android infra correctly generates the git hash. Bug: b/206109660 Test: Run script on Android infra, verify hash is gathered properly. Change-Id: I114fc8edb9459592cab45c6726f9d946cf6d17d6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3615014 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Doug Horn <doughorn@google.com>
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//
// 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"
#define ANGLE_DISABLED 0
#define ANGLE_ENABLED 1
// 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 ANGLE_ENABLED
#endif
// Vsync
// ENABLED allows Vsync to be configured at runtime
// DISABLED disallows Vsync
#if !defined(ANGLE_VSYNC)
# define ANGLE_VSYNC ANGLE_ENABLED
#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 ANGLE_ENABLED
# else
# define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_DISABLED
# 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 ANGLE_ENABLED
#endif
// Controls if our threading code uses std::async or falls back to single-threaded operations.
// Note that we can't easily use std::async in UWPs due to UWP threading restrictions.
#if !defined(ANGLE_STD_ASYNC_WORKERS) && !defined(ANGLE_ENABLE_WINDOWS_UWP)
# define ANGLE_STD_ASYNC_WORKERS ANGLE_ENABLED
#endif // !defined(ANGLE_STD_ASYNC_WORKERS) && & !defined(ANGLE_ENABLE_WINDOWS_UWP)
#endif // LIBANGLE_FEATURES_H_