Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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@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