| @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\8.0\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 Passthrough2D11.hlsl VS_Passthrough2D vs_4_0 compiled\passthrough2d11vs.h %debug% |
| call:BuildShader Passthrough2D11.hlsl PS_PassthroughDepth2D ps_4_0 compiled\passthroughdepth2d11ps.h %debug% |
| call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2D ps_4_0 compiled\passthroughrgba2d11ps.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_PassthroughRGB2D ps_4_0 compiled\passthroughrgb2d11ps.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_PassthroughRG2D ps_4_0 compiled\passthroughrg2d11ps.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_PassthroughR2D ps_4_0 compiled\passthroughr2d11ps.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 Passthrough2D11.hlsl PS_PassthroughLum2D ps_4_0 compiled\passthroughlum2d11ps.h %debug% |
| call:BuildShader Passthrough2D11.hlsl PS_PassthroughLumAlpha2D ps_4_0 compiled\passthroughlumalpha2d11ps.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_ClearFloat vs_4_0 compiled\clearfloat11vs.h %debug% |
| call:BuildShader Clear11.hlsl PS_ClearFloat ps_4_0 compiled\clearfloat11ps.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% |
| |
| 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 |