1 // 2 // Copyright 2014 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 7 #ifndef LIBANGLE_FEATURES_H_ 8 #define LIBANGLE_FEATURES_H_ 9 10 #include "common/platform.h" 11 12 // Feature defaults 13 14 // Direct3D9EX 15 // The "Debug This Pixel..." feature in PIX often fails when using the 16 // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 17 // machine, define "ANGLE_D3D9EX=0" in your project file. 18 #if !defined(ANGLE_D3D9EX) 19 # define ANGLE_D3D9EX 1 20 #endif 21 22 // Vsync 23 // ENABLED allows Vsync to be configured at runtime 24 // DISABLED disallows Vsync 25 #if !defined(ANGLE_VSYNC) 26 # define ANGLE_VSYNC 1 27 #endif 28 29 // Append HLSL assembly to shader debug info. Defaults to enabled in Debug and off in Release. 30 #if !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) 31 # if !defined(NDEBUG) 32 # define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO 1 33 # else 34 # define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO 0 35 # endif // !defined(NDEBUG) 36 #endif // !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO) 37 38 // Program link validation of precisions for uniforms. This feature was 39 // requested by developers to allow non-conformant shaders to be used which 40 // contain mismatched precisions. 41 // ENABLED validate that precision for uniforms match between vertex and fragment shaders 42 // DISABLED allow precision for uniforms to differ between vertex and fragment shaders 43 #if !defined(ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION) 44 # define ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION 1 45 #endif 46 47 #endif // LIBANGLE_FEATURES_H_ 48