blob: 0dd33d35552dd8085976f02eddaa4743c00978b3 [file] [log] [blame]
@ECHO OFF
REM
REM Copyright 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 %ProgramFiles(x86)%\Windows Kits\8.1\bin\x86;%DXSDK_DIR%\Utilities\bin\x86;%PATH%
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_PassthroughA2D ps_4_0_level_9_3 compiled\passthrougha2d11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2DMS ps_4_1 compiled\passthroughrgba2dms11ps.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_PassthroughRGBA2D_4444 ps_4_0_level_9_3 compiled\passthroughrgba2d_4444_11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2D_565 ps_4_0_level_9_3 compiled\passthroughrgb2d_565_11ps.h %debug%
call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2D_5551 ps_4_0_level_9_3 compiled\passthroughrgba2d_5551_11ps.h %debug%
call:BuildShader ResolveColor.hlsl PS_ResolveColor2D ps_4_1 compiled\resolvecolor2dps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_2D ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_2D ps_4_0 compiled\multiplyalpha_ftof_um_rgba_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGB_2D ps_4_0 compiled\multiplyalpha_ftof_pm_rgb_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGB_2D ps_4_0 compiled\multiplyalpha_ftof_um_rgb_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGBA_2D ps_4_0 compiled\multiplyalpha_ftou_pt_rgba_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGBA_2D ps_4_0 compiled\multiplyalpha_ftou_pm_rgba_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGBA_2D ps_4_0 compiled\multiplyalpha_ftou_um_rgba_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGB_2D ps_4_0 compiled\multiplyalpha_ftou_pt_rgb_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGB_2D ps_4_0 compiled\multiplyalpha_ftou_pm_rgb_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGB_2D ps_4_0 compiled\multiplyalpha_ftou_um_rgb_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMA_2D ps_4_0 compiled\multiplyalpha_ftof_pm_luma_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMA_2D ps_4_0 compiled\multiplyalpha_ftof_um_luma_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMAALPHA_2D ps_4_0 compiled\multiplyalpha_ftof_pm_lumaalpha_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMAALPHA_2D ps_4_0 compiled\multiplyalpha_ftof_um_lumaalpha_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_4444_2D ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_4444_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_4444_2D ps_4_0 compiled\multiplyalpha_ftof_um_rgba_4444_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGB_565_2D ps_4_0 compiled\multiplyalpha_ftof_pm_rgb_565_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGB_565_2D ps_4_0 compiled\multiplyalpha_ftof_um_rgb_565_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_5551_2D ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_5551_2d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_5551_2D ps_4_0 compiled\multiplyalpha_ftof_um_rgba_5551_2d_ps.h %debug%
call:BuildShader Clear11.hlsl VS_Clear_FL9 vs_4_0_level_9_3 compiled\clear11_fl9vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug%
call:BuildShader Clear11.hlsl VS_Clear vs_4_0 compiled\clear11vs.h %debug%
call:BuildShader Clear11.hlsl VS_Multiview_Clear vs_4_0 compiled\clear11multiviewvs.h %debug%
call:BuildShader Clear11.hlsl GS_Multiview_Clear gs_4_0 compiled\clear11multiviewgs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearDepth ps_4_0 compiled\cleardepth11ps.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat1 ps_4_0 compiled\clearfloat11ps1.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat2 ps_4_0 compiled\clearfloat11ps2.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat3 ps_4_0 compiled\clearfloat11ps3.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat4 ps_4_0 compiled\clearfloat11ps4.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat5 ps_4_0 compiled\clearfloat11ps5.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat6 ps_4_0 compiled\clearfloat11ps6.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat7 ps_4_0 compiled\clearfloat11ps7.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat8 ps_4_0 compiled\clearfloat11ps8.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 Passthrough3D11.hlsl PS_PassthroughRGBA3D_4444 ps_4_0 compiled\passthroughrgba3d_4444_11ps.h %debug%
call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3D_565 ps_4_0 compiled\passthroughrgb3d_565_11ps.h %debug%
call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3D_5551 ps_4_0 compiled\passthroughrgba3d_5551_11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGBA2DArray ps_4_0 compiled\passthroughrgba2darray11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGBA2DArrayUI ps_4_0 compiled\passthroughrgba2darrayui11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGBA2DArrayI ps_4_0 compiled\passthroughrgba2darrayi11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGB2DArray ps_4_0 compiled\passthroughrgb2darray11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGB2DArrayUI ps_4_0 compiled\passthroughrgb2darrayui11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGB2DArrayI ps_4_0 compiled\passthroughrgb2darrayi11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRG2DArray ps_4_0 compiled\passthroughrg2darray11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRG2DArrayUI ps_4_0 compiled\passthroughrg2darrayui11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRG2DArrayI ps_4_0 compiled\passthroughrg2darrayi11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughR2DArray ps_4_0 compiled\passthroughr2darray11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughR2DArrayUI ps_4_0 compiled\passthroughr2darrayui11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughR2DArrayI ps_4_0 compiled\passthroughr2darrayi11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughLum2DArray ps_4_0 compiled\passthroughlum2darray11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughLumAlpha2DArray ps_4_0 compiled\passthroughlumalpha2darray11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGBA2DArray_4444 ps_4_0 compiled\passthroughrgba2darray_4444_11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGB2DArray_565 ps_4_0 compiled\passthroughrgb2darray_565_11ps.h %debug%
call:BuildShader Passthrough2DArray11.hlsl PS_PassthroughRGBA2DArray_5551 ps_4_0 compiled\passthroughrgba2darray_5551_11ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_3D ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_3D ps_4_0 compiled\multiplyalpha_ftof_um_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGB_3D ps_4_0 compiled\multiplyalpha_ftof_pm_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGB_3D ps_4_0 compiled\multiplyalpha_ftof_um_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGBA_3D ps_4_0 compiled\multiplyalpha_ftou_pt_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGBA_3D ps_4_0 compiled\multiplyalpha_ftou_pm_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGBA_3D ps_4_0 compiled\multiplyalpha_ftou_um_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGB_3D ps_4_0 compiled\multiplyalpha_ftou_pt_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGB_3D ps_4_0 compiled\multiplyalpha_ftou_pm_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGB_3D ps_4_0 compiled\multiplyalpha_ftou_um_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PT_RGBA_3D ps_4_0 compiled\multiplyalpha_ftoi_pt_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PM_RGBA_3D ps_4_0 compiled\multiplyalpha_ftoi_pm_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_UM_RGBA_3D ps_4_0 compiled\multiplyalpha_ftoi_um_rgba_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PT_RGB_3D ps_4_0 compiled\multiplyalpha_ftoi_pt_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PM_RGB_3D ps_4_0 compiled\multiplyalpha_ftoi_pm_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_UM_RGB_3D ps_4_0 compiled\multiplyalpha_ftoi_um_rgb_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMA_3D ps_4_0 compiled\multiplyalpha_ftof_pm_luma_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMA_3D ps_4_0 compiled\multiplyalpha_ftof_um_luma_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMAALPHA_3D ps_4_0 compiled\multiplyalpha_ftof_pm_lumaalpha_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMAALPHA_3D ps_4_0 compiled\multiplyalpha_ftof_um_lumaalpha_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_4444_3D ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_4444_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_4444_3D ps_4_0 compiled\multiplyalpha_ftof_um_rgba_4444_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGB_565_3D ps_4_0 compiled\multiplyalpha_ftof_pm_rgb_565_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGB_565_3D ps_4_0 compiled\multiplyalpha_ftof_um_rgb_565_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_5551_3D ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_5551_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_5551_3D ps_4_0 compiled\multiplyalpha_ftof_um_rgba_5551_3d_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftou_pt_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftou_pm_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftou_um_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftou_pt_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftou_pm_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftou_um_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PT_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftoi_pt_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PM_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftoi_pm_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_UM_RGBA_2DArray ps_4_0 compiled\multiplyalpha_ftoi_um_rgba_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PT_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftoi_pt_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_PM_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftoi_pm_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoI_UM_RGB_2DArray ps_4_0 compiled\multiplyalpha_ftoi_um_rgb_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMA_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_luma_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMA_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_luma_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMAALPHA_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_lumaalpha_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMAALPHA_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_lumaalpha_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_4444_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_4444_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_4444_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_rgba_4444_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGB_565_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_rgb_565_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGB_565_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_rgb_565_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_RGBA_5551_2DArray ps_4_0 compiled\multiplyalpha_ftof_pm_rgba_5551_2darray_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_RGBA_5551_2DArray ps_4_0 compiled\multiplyalpha_ftof_um_rgba_5551_2darray_ps.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 PS_ClearUint1 ps_4_0 compiled\clearuint11ps1.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint2 ps_4_0 compiled\clearuint11ps2.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint3 ps_4_0 compiled\clearuint11ps3.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint4 ps_4_0 compiled\clearuint11ps4.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint5 ps_4_0 compiled\clearuint11ps5.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint6 ps_4_0 compiled\clearuint11ps6.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint7 ps_4_0 compiled\clearuint11ps7.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint8 ps_4_0 compiled\clearuint11ps8.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint1 ps_4_0 compiled\clearsint11ps1.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint2 ps_4_0 compiled\clearsint11ps2.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint3 ps_4_0 compiled\clearsint11ps3.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint4 ps_4_0 compiled\clearsint11ps4.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint5 ps_4_0 compiled\clearsint11ps5.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint6 ps_4_0 compiled\clearsint11ps6.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint7 ps_4_0 compiled\clearsint11ps7.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint8 ps_4_0 compiled\clearsint11ps8.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