RetroArch/griffin/griffin_cpp.cpp
Hans-Kristian Arntzen 75003b65f1 Revamp Android NDK build system.
Split up into separate modules to avoid the pain with cross-defines from
C and C++.

Move to c++_static STL. It's the recommended way since a while back and
fixes some build issues as well.
2016-03-21 23:43:59 +01:00

158 lines
5.9 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2016 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#if defined(HAVE_CG) || defined(HAVE_HLSL) || defined(HAVE_GLSL)
#define HAVE_SHADERS
#endif
#if defined(HAVE_ZLIB) || defined(HAVE_7ZIP)
#define HAVE_COMPRESSION
#endif
#if defined(_MSC_VER)
#include <compat/posix_string.h>
#endif
#ifdef WANT_GLSLANG
#ifdef HAVE_VULKAN
#include "../deps/glslang/glslang.cpp"
#include "../deps/glslang/glslang_tab.cpp"
#include "../deps/glslang/glslang/SPIRV/SpvBuilder.cpp"
#include "../deps/glslang/glslang/SPIRV/SPVRemapper.cpp"
#include "../deps/glslang/glslang/SPIRV/InReadableOrder.cpp"
#include "../deps/glslang/glslang/SPIRV/doc.cpp"
#include "../deps/glslang/glslang/SPIRV/GlslangToSpv.cpp"
#include "../deps/glslang/glslang/SPIRV/disassemble.cpp"
#include "../deps/glslang/glslang/glslang/GenericCodeGen/Link.cpp"
#include "../deps/glslang/glslang/glslang/GenericCodeGen/CodeGen.cpp"
#include "../deps/glslang/glslang/OGLCompilersDLL/InitializeDll.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/Intermediate.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/Versions.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/RemoveTree.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/limits.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/intermOut.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/Initialize.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/SymbolTable.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/parseConst.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/ParseHelper.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/ShaderLang.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/IntermTraverse.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/InfoSink.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/Constant.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/Scan.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/reflection.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/linkValidate.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/PoolAlloc.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/PpAtom.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/PpContext.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/PpMemory.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/PpTokens.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/PpSymbols.cpp"
#include "../deps/glslang/glslang/glslang/MachineIndependent/preprocessor/Pp.cpp"
#ifdef _WIN32
#include "../deps/glslang/glslang/glslang/OSDependent/Windows/ossource.cpp"
#endif
#if defined(__linux__) && !defined(ANDROID)
#include "../deps/glslang/glslang/glslang/OSDependent/Unix/ossource.cpp"
#endif
#endif
#endif
/*============================================================
AUDIO
============================================================ */
#ifdef HAVE_XAUDIO
#include "../audio/drivers/xaudio.cpp"
#endif
/*============================================================
KEYBOARD EVENT
============================================================ */
#if defined(_WIN32) && !defined(_XBOX)
#include "../input/drivers_keyboard/keyboard_event_win32.cpp"
#endif
/*============================================================
UI COMMON CONTEXT
============================================================ */
#if defined(_WIN32) && !defined(_XBOX)
#include "../gfx/common/win32_common.cpp"
#ifdef HAVE_OPENGL
#include "../gfx/drivers_context/wgl_ctx.cpp"
#endif
#endif
/*============================================================
MENU
============================================================ */
#ifdef HAVE_XUI
#include "../menu/drivers/xui.cpp"
#endif
#if defined(HAVE_D3D)
#include "../menu/drivers_display/menu_display_d3d.cpp"
#endif
/*============================================================
VIDEO CONTEXT
============================================================ */
#if defined(HAVE_D3D)
#include "../gfx/drivers_context/d3d_ctx.cpp"
#endif
/*============================================================
VIDEO DRIVER
============================================================ */
#ifdef _XBOX
#include "../frontend/drivers/platform_xdk.cpp"
#endif
#if defined(HAVE_D3D)
#include "../gfx/common/d3d_common.cpp"
#include "../gfx/d3d/d3d.cpp"
#ifdef _XBOX
#include "../gfx/d3d/render_chain_xdk.cpp"
#endif
#ifdef HAVE_CG
#include "../gfx/d3d/render_chain_cg.cpp"
#endif
#endif
#ifdef HAVE_VULKAN
#include "../gfx/drivers_shader/shader_vulkan.cpp"
#include "../gfx/drivers_shader/glslang_util.cpp"
#include "../gfx/drivers_shader/slang_reflection.cpp"
#include "../deps/spir2cross/spir2cross.cpp"
#endif
/*============================================================
FONTS
============================================================ */
#if defined(HAVE_D3D9) && !defined(_XBOX)
#include "../gfx/drivers_font/d3d_w32_font.cpp"
#endif
#if defined(_XBOX360)
#include "../gfx/drivers_font/xdk360_fonts.cpp"
#endif