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It's not dependent on GLSL and it can be useful for shader caches that don't deal with GLSL. v2: address review comments v3: keep the other 3 lines in configure.ac Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
46 lines
687 B
Text
46 lines
687 B
Text
MESA_UTIL_FILES := \
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bitscan.c \
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bitscan.h \
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bitset.h \
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debug.c \
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debug.h \
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disk_cache.c \
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disk_cache.h \
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format_r11g11b10f.h \
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format_rgb9e5.h \
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format_srgb.h \
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half_float.c \
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half_float.h \
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hash_table.c \
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hash_table.h \
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list.h \
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macros.h \
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mesa-sha1.c \
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mesa-sha1.h \
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ralloc.c \
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ralloc.h \
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register_allocate.c \
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register_allocate.h \
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rgtc.c \
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rgtc.h \
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rounding.h \
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set.c \
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set.h \
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simple_list.h \
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slab.c \
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slab.h \
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string_to_uint_map.h \
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string_to_uint_map.cpp \
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strndup.c \
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strndup.h \
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strtod.c \
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strtod.h \
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texcompress_rgtc_tmp.h \
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u_atomic.h \
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u_endian.h \
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u_vector.c \
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u_vector.h \
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vk_alloc.h
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MESA_UTIL_GENERATED_FILES = \
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format_srgb.c
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