blob: 3426bdb0ff5b27cf54263152a8f345bbdd18d772 [file] [log] [blame]
@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_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_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_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 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 PS_ClearUint ps_4_0 compiled\clearuint11ps.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