Hash :
927410a8
Author :
Date :
2023-07-13T15:02:58
Prevent accidental misuse of ANGLE_ENABLED ... by removing it altogether. This macro was only available when features.h was included. If that header was not included, the preprocessor would automatically consider it 0, which has the opposite effect from what was desired. Bug: angleproject:8256 Change-Id: Ia141573c0c8b44eef1388f4c3ec73ef770cd2854 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4685226 Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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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"
// 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 1
#endif
// Vsync
// ENABLED allows Vsync to be configured at runtime
// DISABLED disallows Vsync
#if !defined(ANGLE_VSYNC)
# define ANGLE_VSYNC 1
#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 1
# else
# define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO 0
# 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 1
#endif
#endif // LIBANGLE_FEATURES_H_