@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 ) :: Shaders for OpenGL ES 2.0 and OpenGL ES 3.0+ :: | Input file | Entry point | Type | Output file | Debug | call:BuildShader Passthrough2D11.hlsl VS_Passthrough2D vs_4_0_level_9_3 compiled\passthrough2d11vs.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2D ps_4_0_level_9_3 compiled\passthroughrgba2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2D ps_4_0_level_9_3 compiled\passthroughrgb2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2D ps_4_0_level_9_3 compiled\passthroughrg2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2D ps_4_0_level_9_3 compiled\passthroughr2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughLum2D ps_4_0_level_9_3 compiled\passthroughlum2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughLumAlpha2D ps_4_0_level_9_3 compiled\passthroughlumalpha2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBAPremultiply2D ps_4_0_level_9_3 compiled\passthroughrgbapremultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBAUnmultiply2D ps_4_0_level_9_3 compiled\passthroughrgbaunmultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBPremultiply2D ps_4_0_level_9_3 compiled\passthroughrgbpremultiply2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBUnmultiply2D ps_4_0_level_9_3 compiled\passthroughrgbunmultiply2d11ps.h %debug% call:BuildShader Clear11.hlsl VS_ClearFloat vs_4_0_level_9_3 compiled\clearfloat11vs.h %debug% call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearFloat ps_4_0 compiled\clearfloat11ps.h %debug% :: Shaders for OpenGL ES 3.0+ only :: | Input file | Entry point | Type | Output file | Debug | call:BuildShader Passthrough2D11.hlsl PS_PassthroughDepth2D ps_4_0 compiled\passthroughdepth2d11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2DUI ps_4_0 compiled\passthroughrgba2dui11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2DI ps_4_0 compiled\passthroughrgba2di11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2DUI ps_4_0 compiled\passthroughrgb2dui11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2DI ps_4_0 compiled\passthroughrgb2di11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2DUI ps_4_0 compiled\passthroughrg2dui11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2DI ps_4_0 compiled\passthroughrg2di11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2DUI ps_4_0 compiled\passthroughr2dui11ps.h %debug% call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2DI ps_4_0 compiled\passthroughr2di11ps.h %debug% call:BuildShader Passthrough3D11.hlsl VS_Passthrough3D vs_4_0 compiled\passthrough3d11vs.h %debug% call:BuildShader Passthrough3D11.hlsl GS_Passthrough3D gs_4_0 compiled\passthrough3d11gs.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3D ps_4_0 compiled\passthroughrgba3d11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3DUI ps_4_0 compiled\passthroughrgba3dui11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3DI ps_4_0 compiled\passthroughrgba3di11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3D ps_4_0 compiled\passthroughrgb3d11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3DUI ps_4_0 compiled\passthroughrgb3dui11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3DI ps_4_0 compiled\passthroughrgb3di11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRG3D ps_4_0 compiled\passthroughrg3d11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRG3DUI ps_4_0 compiled\passthroughrg3dui11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughRG3DI ps_4_0 compiled\passthroughrg3di11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughR3D ps_4_0 compiled\passthroughr3d11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughR3DUI ps_4_0 compiled\passthroughr3dui11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughR3DI ps_4_0 compiled\passthroughr3di11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughLum3D ps_4_0 compiled\passthroughlum3d11ps.h %debug% call:BuildShader Passthrough3D11.hlsl PS_PassthroughLumAlpha3D ps_4_0 compiled\passthroughlumalpha3d11ps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleF2D ps_4_0 compiled\swizzlef2dps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleI2D ps_4_0 compiled\swizzlei2dps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleUI2D ps_4_0 compiled\swizzleui2dps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleF3D ps_4_0 compiled\swizzlef3dps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleI3D ps_4_0 compiled\swizzlei3dps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleUI3D ps_4_0 compiled\swizzleui3dps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleF2DArray ps_4_0 compiled\swizzlef2darrayps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleI2DArray ps_4_0 compiled\swizzlei2darrayps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleUI2DArray ps_4_0 compiled\swizzleui2darrayps.h %debug% call:BuildShader Clear11.hlsl VS_ClearUint vs_4_0 compiled\clearuint11vs.h %debug% call:BuildShader Clear11.hlsl PS_ClearUint ps_4_0 compiled\clearuint11ps.h %debug% call:BuildShader Clear11.hlsl VS_ClearSint vs_4_0 compiled\clearsint11vs.h %debug% call:BuildShader Clear11.hlsl PS_ClearSint ps_4_0 compiled\clearsint11ps.h %debug% call:BuildShader BufferToTexture11.hlsl VS_BufferToTexture vs_4_0 compiled/buffertotexture11_vs.h %debug% call:BuildShader BufferToTexture11.hlsl GS_BufferToTexture gs_4_0 compiled/buffertotexture11_gs.h %debug% call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_4F ps_4_0 compiled/buffertotexture11_ps_4f.h %debug% call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_4I ps_4_0 compiled/buffertotexture11_ps_4i.h %debug% call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_4UI ps_4_0 compiled/buffertotexture11_ps_4ui.h %debug% call:BuildShader ResolveDepthStencil.hlsl VS_ResolveDepthStencil vs_4_1 compiled/resolvedepthstencil11_vs.h %debug% call:BuildShader ResolveDepthStencil.hlsl PS_ResolveDepth ps_4_1 compiled/resolvedepth11_ps.h %debug% call:BuildShader ResolveDepthStencil.hlsl PS_ResolveDepthStencil ps_4_1 compiled/resolvedepthstencil11_ps.h %debug% call:BuildShader ResolveDepthStencil.hlsl PS_ResolveStencil ps_4_1 compiled/resolvestencil11_ps.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