# We're targeting Windows 10 which will have DirectX 11 on it so require that # but make DirectX 9 optional list(APPEND ANGLE_DEFINITIONS GL_APICALL= GL_API= NOMINMAX ) # We're targeting Windows 10 which will have DirectX 11 list(APPEND ANGLE_SOURCES ${_d3d11_backend_sources} ${_d3d_shared_sources} ${angle_translator_hlsl_sources} ${libangle_gpu_info_util_sources} ${libangle_gpu_info_util_win_sources} ) list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_D3D11 ANGLE_ENABLE_HLSL # VCPKG EDIT: add ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES "-DANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES={ \"d3dcompiler_47.dll\", \"d3dcompiler_46.dll\", \"d3dcompiler_43.dll\" }" ) list(APPEND ANGLEGLESv2_LIBRARIES dxguid dxgi) if(NOT angle_is_winuwp) # vcpkg EDIT: Exclude DirectX 9 on UWP # DirectX 9 support should be optional but ANGLE will not compile without it list(APPEND ANGLE_SOURCES ${_d3d9_backend_sources}) list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_D3D9) list(APPEND ANGLEGLESv2_LIBRARIES d3d9) endif() # VCPKG EDITS: # Do not specify library type here # Handle angle_enable_d3d11_compositor_native_window defines if(angle_enable_d3d11_compositor_native_window) list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW) endif() # OpenGL backend if(USE_OPENGL) # Enable GLSL compiler output. list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_GLSL) if(USE_ANGLE_EGL OR ENABLE_WEBGL) list(APPEND ANGLE_SOURCES ${_gl_backend_sources} ${libangle_gl_egl_dl_sources} ${libangle_gl_egl_sources} ${libangle_gl_sources} ) list(APPEND ANGLE_DEFINITIONS ANGLE_ENABLE_OPENGL ANGLE_ENABLE_GL_DESKTOP_BACKEND ) endif() endif()