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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps33
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs43
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h84
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/flipyvs.h66
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h94
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h61
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h66
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/generate_shaders.bat63
8 files changed, 510 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps
new file mode 100755
index 000000000..dc357d0fa
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps
@@ -0,0 +1,33 @@
+//
+// Copyright (c) 2012 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.
+//
+
+sampler2D tex : s0;
+
+uniform float4 mult : c0;
+uniform float4 add : c1;
+
+// Passthrough Pixel Shader
+// Outputs texture 0 sampled at texcoord 0.
+float4 passthroughps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy);
+};
+
+// Luminance Conversion Pixel Shader
+// Performs a mad operation using the LA data from the texture with mult.xw and add.xw.
+// Returns data in the form of llla
+float4 luminanceps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return (tex2D(tex, texcoord.xy).xw * mult.xw + add.xw).xxxy;
+};
+
+// RGB/A Component Mask Pixel Shader
+// Performs a mad operation using the texture's RGBA data with mult.xyzw and add.xyzw.
+// Returns data in the form of rgba
+float4 componentmaskps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy) * mult + add;
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs
new file mode 100755
index 000000000..3a36980b9
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2012 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.
+//
+
+struct VS_OUTPUT
+{
+ float4 position : POSITION;
+ float4 texcoord : TEXCOORD0;
+};
+
+uniform float4 halfPixelSize : c0;
+
+// Standard Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
+// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
+VS_OUTPUT standardvs(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
+
+// Flip Y Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
+// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
+VS_OUTPUT flipyvs(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h
new file mode 100755
index 000000000..24482d755
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h
@@ -0,0 +1,84 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+// Parameters:
+//
+// float4 add;
+// float4 mult;
+// sampler2D tex;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// mult c0 1
+// add c1 1
+// tex s0 1
+//
+
+ ps_2_0
+ dcl t0.xy
+ dcl_2d s0
+ texld r0, t0, s0
+ mov r1, c0
+ mad r0, r0, r1, c1
+ mov oC0, r0
+
+// approximately 4 instruction slots used (1 texture, 3 arithmetic)
+#endif
+
+const BYTE g_ps20_componentmaskps[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 50, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 143, 0,
+ 0, 0, 0, 2, 255, 255,
+ 3, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 136, 0, 0, 0, 88, 0,
+ 0, 0, 2, 0, 1, 0,
+ 1, 0, 0, 0, 92, 0,
+ 0, 0, 0, 0, 0, 0,
+ 108, 0, 0, 0, 2, 0,
+ 0, 0, 1, 0, 0, 0,
+ 92, 0, 0, 0, 0, 0,
+ 0, 0, 113, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 120, 0, 0, 0,
+ 0, 0, 0, 0, 97, 100,
+ 100, 0, 1, 0, 3, 0,
+ 1, 0, 4, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 109, 117, 108, 116, 0, 116,
+ 101, 120, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 112, 115,
+ 95, 50, 95, 48, 0, 77,
+ 105, 99, 114, 111, 115, 111,
+ 102, 116, 32, 40, 82, 41,
+ 32, 72, 76, 83, 76, 32,
+ 83, 104, 97, 100, 101, 114,
+ 32, 67, 111, 109, 112, 105,
+ 108, 101, 114, 32, 54, 46,
+ 51, 46, 57, 54, 48, 48,
+ 46, 49, 54, 51, 56, 52,
+ 0, 171, 171, 171, 31, 0,
+ 0, 2, 0, 0, 0, 128,
+ 0, 0, 3, 176, 31, 0,
+ 0, 2, 0, 0, 0, 144,
+ 0, 8, 15, 160, 66, 0,
+ 0, 3, 0, 0, 15, 128,
+ 0, 0, 228, 176, 0, 8,
+ 228, 160, 1, 0, 0, 2,
+ 1, 0, 15, 128, 0, 0,
+ 228, 160, 4, 0, 0, 4,
+ 0, 0, 15, 128, 0, 0,
+ 228, 128, 1, 0, 228, 128,
+ 1, 0, 228, 160, 1, 0,
+ 0, 2, 0, 8, 15, 128,
+ 0, 0, 228, 128, 255, 255,
+ 0, 0
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/flipyvs.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/flipyvs.h
new file mode 100755
index 000000000..5eb513132
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/flipyvs.h
@@ -0,0 +1,66 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+// Parameters:
+//
+// float4 halfPixelSize;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------- ----- ----
+// halfPixelSize c0 1
+//
+
+ vs_2_0
+ def c1, 0.5, 1, 0, 0
+ dcl_position v0
+ add oPos, v0, c0
+ mad oT0, v0, c1.xxyy, c1.xxzz
+
+// approximately 2 instruction slots used
+#endif
+
+const BYTE g_vs20_flipyvs[] =
+{
+ 0, 2, 254, 255, 254, 255,
+ 36, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 87, 0,
+ 0, 0, 0, 2, 254, 255,
+ 1, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 80, 0, 0, 0, 48, 0,
+ 0, 0, 2, 0, 0, 0,
+ 1, 0, 0, 0, 64, 0,
+ 0, 0, 0, 0, 0, 0,
+ 104, 97, 108, 102, 80, 105,
+ 120, 101, 108, 83, 105, 122,
+ 101, 0, 171, 171, 1, 0,
+ 3, 0, 1, 0, 4, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 118, 115, 95, 50,
+ 95, 48, 0, 77, 105, 99,
+ 114, 111, 115, 111, 102, 116,
+ 32, 40, 82, 41, 32, 72,
+ 76, 83, 76, 32, 83, 104,
+ 97, 100, 101, 114, 32, 67,
+ 111, 109, 112, 105, 108, 101,
+ 114, 32, 54, 46, 51, 46,
+ 57, 54, 48, 48, 46, 49,
+ 54, 51, 56, 52, 0, 171,
+ 171, 171, 81, 0, 0, 5,
+ 1, 0, 15, 160, 0, 0,
+ 0, 63, 0, 0, 128, 63,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 31, 0, 0, 2,
+ 0, 0, 0, 128, 0, 0,
+ 15, 144, 2, 0, 0, 3,
+ 0, 0, 15, 192, 0, 0,
+ 228, 144, 0, 0, 228, 160,
+ 4, 0, 0, 4, 0, 0,
+ 15, 224, 0, 0, 228, 144,
+ 1, 0, 80, 160, 1, 0,
+ 160, 160, 255, 255, 0, 0
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h
new file mode 100755
index 000000000..bdd25ac13
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h
@@ -0,0 +1,94 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+// Parameters:
+//
+// float4 add;
+// float4 mult;
+// sampler2D tex;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// mult c0 1
+// add c1 1
+// tex s0 1
+//
+
+ ps_2_0
+ dcl t0.xy
+ dcl_2d s0
+ texld r0, t0, s0
+ mov r1.xw, c0
+ mad r0.x, r0.x, r1.x, c1.x
+ mad r0.y, r0.w, r1.w, c1.w
+ mov r1.xyz, r0.x
+ mov r1.w, r0.y
+ mov oC0, r1
+
+// approximately 7 instruction slots used (1 texture, 6 arithmetic)
+#endif
+
+const BYTE g_ps20_luminanceps[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 50, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 143, 0,
+ 0, 0, 0, 2, 255, 255,
+ 3, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 136, 0, 0, 0, 88, 0,
+ 0, 0, 2, 0, 1, 0,
+ 1, 0, 0, 0, 92, 0,
+ 0, 0, 0, 0, 0, 0,
+ 108, 0, 0, 0, 2, 0,
+ 0, 0, 1, 0, 0, 0,
+ 92, 0, 0, 0, 0, 0,
+ 0, 0, 113, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 120, 0, 0, 0,
+ 0, 0, 0, 0, 97, 100,
+ 100, 0, 1, 0, 3, 0,
+ 1, 0, 4, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 109, 117, 108, 116, 0, 116,
+ 101, 120, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 112, 115,
+ 95, 50, 95, 48, 0, 77,
+ 105, 99, 114, 111, 115, 111,
+ 102, 116, 32, 40, 82, 41,
+ 32, 72, 76, 83, 76, 32,
+ 83, 104, 97, 100, 101, 114,
+ 32, 67, 111, 109, 112, 105,
+ 108, 101, 114, 32, 54, 46,
+ 51, 46, 57, 54, 48, 48,
+ 46, 49, 54, 51, 56, 52,
+ 0, 171, 171, 171, 31, 0,
+ 0, 2, 0, 0, 0, 128,
+ 0, 0, 3, 176, 31, 0,
+ 0, 2, 0, 0, 0, 144,
+ 0, 8, 15, 160, 66, 0,
+ 0, 3, 0, 0, 15, 128,
+ 0, 0, 228, 176, 0, 8,
+ 228, 160, 1, 0, 0, 2,
+ 1, 0, 9, 128, 0, 0,
+ 228, 160, 4, 0, 0, 4,
+ 0, 0, 1, 128, 0, 0,
+ 0, 128, 1, 0, 0, 128,
+ 1, 0, 0, 160, 4, 0,
+ 0, 4, 0, 0, 2, 128,
+ 0, 0, 255, 128, 1, 0,
+ 255, 128, 1, 0, 255, 160,
+ 1, 0, 0, 2, 1, 0,
+ 7, 128, 0, 0, 0, 128,
+ 1, 0, 0, 2, 1, 0,
+ 8, 128, 0, 0, 85, 128,
+ 1, 0, 0, 2, 0, 8,
+ 15, 128, 1, 0, 228, 128,
+ 255, 255, 0, 0
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h
new file mode 100755
index 000000000..337af92ec
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h
@@ -0,0 +1,61 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+// Parameters:
+//
+// sampler2D tex;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// tex s0 1
+//
+
+ ps_2_0
+ dcl t0.xy
+ dcl_2d s0
+ texld r0, t0, s0
+ mov oC0, r0
+
+// approximately 2 instruction slots used (1 texture, 1 arithmetic)
+#endif
+
+const BYTE g_ps20_passthroughps[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 33, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 75, 0,
+ 0, 0, 0, 2, 255, 255,
+ 1, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 68, 0, 0, 0, 48, 0,
+ 0, 0, 3, 0, 0, 0,
+ 1, 0, 0, 0, 52, 0,
+ 0, 0, 0, 0, 0, 0,
+ 116, 101, 120, 0, 4, 0,
+ 12, 0, 1, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 112, 115, 95, 50,
+ 95, 48, 0, 77, 105, 99,
+ 114, 111, 115, 111, 102, 116,
+ 32, 40, 82, 41, 32, 72,
+ 76, 83, 76, 32, 83, 104,
+ 97, 100, 101, 114, 32, 67,
+ 111, 109, 112, 105, 108, 101,
+ 114, 32, 54, 46, 51, 46,
+ 57, 54, 48, 48, 46, 49,
+ 54, 51, 56, 52, 0, 171,
+ 171, 171, 31, 0, 0, 2,
+ 0, 0, 0, 128, 0, 0,
+ 3, 176, 31, 0, 0, 2,
+ 0, 0, 0, 144, 0, 8,
+ 15, 160, 66, 0, 0, 3,
+ 0, 0, 15, 128, 0, 0,
+ 228, 176, 0, 8, 228, 160,
+ 1, 0, 0, 2, 0, 8,
+ 15, 128, 0, 0, 228, 128,
+ 255, 255, 0, 0
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h
new file mode 100755
index 000000000..a83050d8c
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h
@@ -0,0 +1,66 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+// Parameters:
+//
+// float4 halfPixelSize;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------- ----- ----
+// halfPixelSize c0 1
+//
+
+ vs_2_0
+ def c1, 0.5, -0.5, 1, 0
+ dcl_position v0
+ add oPos, v0, c0
+ mad oT0, v0, c1.xyzz, c1.xxww
+
+// approximately 2 instruction slots used
+#endif
+
+const BYTE g_vs20_standardvs[] =
+{
+ 0, 2, 254, 255, 254, 255,
+ 36, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 87, 0,
+ 0, 0, 0, 2, 254, 255,
+ 1, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 80, 0, 0, 0, 48, 0,
+ 0, 0, 2, 0, 0, 0,
+ 1, 0, 0, 0, 64, 0,
+ 0, 0, 0, 0, 0, 0,
+ 104, 97, 108, 102, 80, 105,
+ 120, 101, 108, 83, 105, 122,
+ 101, 0, 171, 171, 1, 0,
+ 3, 0, 1, 0, 4, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 118, 115, 95, 50,
+ 95, 48, 0, 77, 105, 99,
+ 114, 111, 115, 111, 102, 116,
+ 32, 40, 82, 41, 32, 72,
+ 76, 83, 76, 32, 83, 104,
+ 97, 100, 101, 114, 32, 67,
+ 111, 109, 112, 105, 108, 101,
+ 114, 32, 54, 46, 51, 46,
+ 57, 54, 48, 48, 46, 49,
+ 54, 51, 56, 52, 0, 171,
+ 171, 171, 81, 0, 0, 5,
+ 1, 0, 15, 160, 0, 0,
+ 0, 63, 0, 0, 0, 191,
+ 0, 0, 128, 63, 0, 0,
+ 0, 0, 31, 0, 0, 2,
+ 0, 0, 0, 128, 0, 0,
+ 15, 144, 2, 0, 0, 3,
+ 0, 0, 15, 192, 0, 0,
+ 228, 144, 0, 0, 228, 160,
+ 4, 0, 0, 4, 0, 0,
+ 15, 224, 0, 0, 228, 144,
+ 1, 0, 164, 160, 1, 0,
+ 240, 160, 255, 255, 0, 0
+};
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/generate_shaders.bat b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/generate_shaders.bat
new file mode 100755
index 000000000..19a99ba91
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/shaders/generate_shaders.bat
@@ -0,0 +1,63 @@
+@ECHO OFF
+REM
+REM Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+REM Use of this source code is governed by a BSD-style license that can be
+REM found in the LICENSE file.
+REM
+
+PATH %PATH%;%ProgramFiles(x86)%\Windows Kits\8.1\bin\x86;%DXSDK_DIR%\Utilities\bin\x86
+
+setlocal
+set errorCount=0
+set successCount=0
+set debug=0
+
+if "%1" == "debug" (
+ set debug=1
+)
+if "%1" == "release" (
+ set debug=0
+)
+
+:: | Input file | Entry point | Type | Output file | Debug |
+call:BuildShader Blit.vs standardvs vs_2_0 compiled\standardvs.h %debug%
+call:BuildShader Blit.vs flipyvs vs_2_0 compiled\flipyvs.h %debug%
+call:BuildShader Blit.ps passthroughps ps_2_0 compiled\passthroughps.h %debug%
+call:BuildShader Blit.ps luminanceps ps_2_0 compiled\luminanceps.h %debug%
+call:BuildShader Blit.ps componentmaskps ps_2_0 compiled\componentmaskps.h %debug%
+
+echo.
+
+if %successCount% GTR 0 (
+ echo %successCount% shaders compiled successfully.
+)
+if %errorCount% GTR 0 (
+ echo There were %errorCount% shader compilation errors.
+)
+
+endlocal
+exit /b
+
+:BuildShader
+set input=%~1
+set entry=%~2
+set type=%~3
+set output=%~4
+set debug=%~5
+
+if %debug% == 0 (
+ set "buildCMD=fxc /nologo /E %entry% /T %type% /Fh %output% %input%"
+) else (
+ set "buildCMD=fxc /nologo /Zi /Od /E %entry% /T %type% /Fh %output% %input%"
+)
+
+set error=0
+%buildCMD% || set error=1
+
+if %error% == 0 (
+ set /a successCount=%successCount%+1
+) else (
+ set /a errorCount=%errorCount%+1
+)
+
+exit /b