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Predefine (E)GL export macros.
[android-x86/external-swiftshader.git] / src / SwiftShader.workspace
1 <?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
2 <CodeBlocks_workspace_file>
3         <Workspace title="SwiftShader">
4                 <Project filename="OpenGL/libEGL/libEGL.cbp" />
5                 <Project filename="OpenGL/libGLESv2/libGLESv2.cbp">
6                         <Depends filename="LLVM/LLVM.cbp" />
7                 </Project>
8                 <Project filename="OpenGL/libGLES_CM/libGLES_CM.cbp">
9                         <Depends filename="LLVM/LLVM.cbp" />
10                 </Project>
11                 <Project filename="LLVM/LLVM.cbp" />
12                 <Project filename="../tests/third_party/PowerVR/Examples/Beginner/01_HelloAPI/OGLES2/Build/OGLES2HelloAPI.cbp">
13                         <Depends filename="OpenGL/libEGL/libEGL.cbp" />
14                         <Depends filename="OpenGL/libGLESv2/libGLESv2.cbp" />
15                 </Project>
16                 <Project filename="Radiance/libRAD/libRAD.cbp">
17                         <Depends filename="LLVM/LLVM.cbp" />
18                 </Project>
19                 <Project filename="../tests/HelloRAD/rad.cbp">
20                         <Depends filename="Radiance/libRAD/libRAD.cbp" />
21                 </Project>
22         </Workspace>
23 </CodeBlocks_workspace_file>