# Copyright 2022 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. # Define a list of source files that ANGLE_PROGRAM_VERSION hash value is # generated from. When any of the files listed below changes, the # ANGLE_PROGRAM_VERSION should change and we will invalidate shader program # cache blobs: applications will compile shader programs from scratch and not # loading from blob caches. # The path of all the files added to angle_code_affecting_program_serialize # must be relative to angle_root. import("compiler.gni") import("libANGLE/renderer/d3d/d3d_backend.gni") import("libANGLE/renderer/gl/gl_backend.gni") import("libANGLE/renderer/metal/metal_backend.gni") import("libANGLE/renderer/null/null_backend.gni") import("libANGLE/renderer/vulkan/vulkan_backend.gni") import("libANGLE/renderer/wgpu/wgpu_sources.gni") import("libGLESv2.gni") angle_code_affecting_program_serialize = libangle_common_sources angle_code_affecting_program_serialize += libangle_headers angle_code_affecting_program_serialize += libangle_sources angle_code_affecting_program_serialize += libangle_includes angle_code_affecting_program_serialize += angle_translator_exported_headers angle_code_affecting_program_serialize += angle_translator_sources angle_code_affecting_program_serialize += angle_translator_glsl_base_sources angle_code_affecting_program_serialize += angle_translator_glsl_and_vulkan_base_sources angle_code_affecting_program_serialize += angle_translator_essl_sources angle_code_affecting_program_serialize += angle_translator_glsl_sources angle_code_affecting_program_serialize += angle_translator_glsl_apple_sources angle_code_affecting_program_serialize += angle_translator_hlsl_sources angle_code_affecting_program_serialize += angle_translator_lib_spirv_sources angle_code_affecting_program_serialize += angle_translator_essl_symbol_table_sources angle_code_affecting_program_serialize += angle_translator_lib_msl_sources angle_code_affecting_program_serialize += angle_translator_lib_wgsl_sources angle_code_affecting_program_serialize += angle_preprocessor_sources angle_dependencies_affecting_program_serialize = [] vulkan_backend_dir = "libANGLE/renderer/vulkan/" angle_code_affecting_program_serialize += rebase_path(vulkan_backend_sources, angle_root, vulkan_backend_dir) gl_backend_dir = "libANGLE/renderer/gl/" angle_code_affecting_program_serialize += rebase_path(gl_backend_sources, angle_root, gl_backend_dir) d3d_backend_dir = "libANGLE/renderer/d3d/" angle_code_affecting_program_serialize += rebase_path(d3d_shared_sources, angle_root, d3d_backend_dir) if (angle_enable_d3d9) { angle_code_affecting_program_serialize += rebase_path(d3d9_backend_sources, angle_root, d3d_backend_dir) } if (angle_enable_d3d11) { angle_code_affecting_program_serialize += rebase_path(d3d11_backend_sources, angle_root, d3d_backend_dir) } null_backend_dir = "libANGLE/renderer/null/" angle_code_affecting_program_serialize += rebase_path(null_backend_sources, angle_root, null_backend_dir) if (angle_enable_metal) { metal_backend_dir = "libANGLE/renderer/metal/" angle_code_affecting_program_serialize += rebase_path(metal_backend_sources, angle_root, metal_backend_dir) if (metal_internal_shader_compilation_supported) { angle_dependencies_affecting_program_serialize += [ "src/libANGLE/renderer/metal:angle_metal_internal_shaders" ] } } if (angle_enable_wgpu) { wgpu_backend_dir = "libANGLE/renderer/wgpu/" angle_code_affecting_program_serialize += rebase_path(wgpu_backend_sources, angle_root, wgpu_backend_dir) } if (angle_has_frame_capture) { angle_code_affecting_program_serialize += libangle_capture_sources }