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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.bat119
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