diff options
Diffstat (limited to 'chromium/third_party/angle/src/libGLESv2/renderer/d3d11/shaders/generate_shaders.bat')
-rw-r--r-- | chromium/third_party/angle/src/libGLESv2/renderer/d3d11/shaders/generate_shaders.bat | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/chromium/third_party/angle/src/libGLESv2/renderer/d3d11/shaders/generate_shaders.bat b/chromium/third_party/angle/src/libGLESv2/renderer/d3d11/shaders/generate_shaders.bat new file mode 100644 index 00000000000..739c9457641 --- /dev/null +++ b/chromium/third_party/angle/src/libGLESv2/renderer/d3d11/shaders/generate_shaders.bat @@ -0,0 +1,119 @@ +@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 |