Upstream version 9.37.197.0
[platform/framework/web/crosswalk.git] / src / third_party / angle / src / libGLESv2 / renderer / d3d / d3d11 / shaders / generate_shaders.bat
1 @ECHO OFF\r
2 REM\r
3 REM Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.\r
4 REM Use of this source code is governed by a BSD-style license that can be\r
5 REM found in the LICENSE file.\r
6 REM\r
7 \r
8 PATH %PATH%;%ProgramFiles(x86)%\Windows Kits\8.0\bin\x86;%DXSDK_DIR%\Utilities\bin\x86\r
9 \r
10 setlocal\r
11 set errorCount=0\r
12 set successCount=0\r
13 set debug=0\r
14 \r
15 if "%1" == "debug" (\r
16     set debug=1\r
17 )\r
18 if "%1" == "release" (\r
19     set debug=0\r
20 )\r
21 \r
22 ::              | Input file          | Entry point           | Type | Output file                        | Debug |\r
23 call:BuildShader Passthrough2D11.hlsl VS_Passthrough2D         vs_4_0 compiled\passthrough2d11vs.h         %debug%\r
24 call:BuildShader Passthrough2D11.hlsl PS_PassthroughDepth2D    ps_4_0 compiled\passthroughdepth2d11ps.h    %debug%\r
25 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2D     ps_4_0 compiled\passthroughrgba2d11ps.h     %debug%\r
26 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2DUI   ps_4_0 compiled\passthroughrgba2dui11ps.h   %debug%\r
27 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGBA2DI    ps_4_0 compiled\passthroughrgba2di11ps.h    %debug%\r
28 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2D      ps_4_0 compiled\passthroughrgb2d11ps.h      %debug%\r
29 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2DUI    ps_4_0 compiled\passthroughrgb2dui11ps.h    %debug%\r
30 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRGB2DI     ps_4_0 compiled\passthroughrgb2di11ps.h     %debug%\r
31 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2D       ps_4_0 compiled\passthroughrg2d11ps.h       %debug%\r
32 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2DUI     ps_4_0 compiled\passthroughrg2dui11ps.h     %debug%\r
33 call:BuildShader Passthrough2D11.hlsl PS_PassthroughRG2DI      ps_4_0 compiled\passthroughrg2di11ps.h      %debug%\r
34 call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2D        ps_4_0 compiled\passthroughr2d11ps.h        %debug%\r
35 call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2DUI      ps_4_0 compiled\passthroughr2dui11ps.h      %debug%\r
36 call:BuildShader Passthrough2D11.hlsl PS_PassthroughR2DI       ps_4_0 compiled\passthroughr2di11ps.h       %debug%\r
37 call:BuildShader Passthrough2D11.hlsl PS_PassthroughLum2D      ps_4_0 compiled\passthroughlum2d11ps.h      %debug%\r
38 call:BuildShader Passthrough2D11.hlsl PS_PassthroughLumAlpha2D ps_4_0 compiled\passthroughlumalpha2d11ps.h %debug%\r
39 \r
40 \r
41 call:BuildShader Passthrough3D11.hlsl VS_Passthrough3D         vs_4_0 compiled\passthrough3d11vs.h         %debug%\r
42 call:BuildShader Passthrough3D11.hlsl GS_Passthrough3D         gs_4_0 compiled\passthrough3d11gs.h         %debug%\r
43 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3D     ps_4_0 compiled\passthroughrgba3d11ps.h     %debug%\r
44 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3DUI   ps_4_0 compiled\passthroughrgba3dui11ps.h   %debug%\r
45 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGBA3DI    ps_4_0 compiled\passthroughrgba3di11ps.h    %debug%\r
46 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3D      ps_4_0 compiled\passthroughrgb3d11ps.h      %debug%\r
47 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3DUI    ps_4_0 compiled\passthroughrgb3dui11ps.h    %debug%\r
48 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRGB3DI     ps_4_0 compiled\passthroughrgb3di11ps.h     %debug%\r
49 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRG3D       ps_4_0 compiled\passthroughrg3d11ps.h       %debug%\r
50 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRG3DUI     ps_4_0 compiled\passthroughrg3dui11ps.h     %debug%\r
51 call:BuildShader Passthrough3D11.hlsl PS_PassthroughRG3DI      ps_4_0 compiled\passthroughrg3di11ps.h      %debug%\r
52 call:BuildShader Passthrough3D11.hlsl PS_PassthroughR3D        ps_4_0 compiled\passthroughr3d11ps.h        %debug%\r
53 call:BuildShader Passthrough3D11.hlsl PS_PassthroughR3DUI      ps_4_0 compiled\passthroughr3dui11ps.h      %debug%\r
54 call:BuildShader Passthrough3D11.hlsl PS_PassthroughR3DI       ps_4_0 compiled\passthroughr3di11ps.h       %debug%\r
55 call:BuildShader Passthrough3D11.hlsl PS_PassthroughLum3D      ps_4_0 compiled\passthroughlum3d11ps.h      %debug%\r
56 call:BuildShader Passthrough3D11.hlsl PS_PassthroughLumAlpha3D ps_4_0 compiled\passthroughlumalpha3d11ps.h %debug%\r
57 \r
58 call:BuildShader Swizzle11.hlsl       PS_SwizzleF2D            ps_4_0 compiled\swizzlef2dps.h              %debug%\r
59 call:BuildShader Swizzle11.hlsl       PS_SwizzleI2D            ps_4_0 compiled\swizzlei2dps.h              %debug%\r
60 call:BuildShader Swizzle11.hlsl       PS_SwizzleUI2D           ps_4_0 compiled\swizzleui2dps.h             %debug%\r
61 \r
62 call:BuildShader Swizzle11.hlsl       PS_SwizzleF3D            ps_4_0 compiled\swizzlef3dps.h              %debug%\r
63 call:BuildShader Swizzle11.hlsl       PS_SwizzleI3D            ps_4_0 compiled\swizzlei3dps.h              %debug%\r
64 call:BuildShader Swizzle11.hlsl       PS_SwizzleUI3D           ps_4_0 compiled\swizzleui3dps.h             %debug%\r
65 \r
66 call:BuildShader Swizzle11.hlsl       PS_SwizzleF2DArray       ps_4_0 compiled\swizzlef2darrayps.h         %debug%\r
67 call:BuildShader Swizzle11.hlsl       PS_SwizzleI2DArray       ps_4_0 compiled\swizzlei2darrayps.h         %debug%\r
68 call:BuildShader Swizzle11.hlsl       PS_SwizzleUI2DArray      ps_4_0 compiled\swizzleui2darrayps.h        %debug%\r
69 \r
70 call:BuildShader Clear11.hlsl         VS_ClearFloat            vs_4_0 compiled\clearfloat11vs.h            %debug%\r
71 call:BuildShader Clear11.hlsl         PS_ClearFloat            ps_4_0 compiled\clearfloat11ps.h            %debug%\r
72 \r
73 call:BuildShader Clear11.hlsl         VS_ClearUint             vs_4_0 compiled\clearuint11vs.h             %debug%\r
74 call:BuildShader Clear11.hlsl         PS_ClearUint             ps_4_0 compiled\clearuint11ps.h             %debug%\r
75 \r
76 call:BuildShader Clear11.hlsl         VS_ClearSint             vs_4_0 compiled\clearsint11vs.h             %debug%\r
77 call:BuildShader Clear11.hlsl         PS_ClearSint             ps_4_0 compiled\clearsint11ps.h             %debug%\r
78 \r
79 call:BuildShader BufferToTexture11.hlsl  VS_BufferToTexture        vs_4_0 compiled/buffertotexture11_vs.h      %debug%\r
80 call:BuildShader BufferToTexture11.hlsl  GS_BufferToTexture        gs_4_0 compiled/buffertotexture11_gs.h      %debug%\r
81 call:BuildShader BufferToTexture11.hlsl  PS_BufferToTexture_4F     ps_4_0 compiled/buffertotexture11_ps_4f.h   %debug%\r
82 call:BuildShader BufferToTexture11.hlsl  PS_BufferToTexture_4I     ps_4_0 compiled/buffertotexture11_ps_4i.h   %debug%\r
83 call:BuildShader BufferToTexture11.hlsl  PS_BufferToTexture_4UI    ps_4_0 compiled/buffertotexture11_ps_4ui.h  %debug%\r
84 \r
85 echo.\r
86 \r
87 if %successCount% GTR 0 (\r
88    echo %successCount% shaders compiled successfully.\r
89 )\r
90 if %errorCount% GTR 0 (\r
91    echo There were %errorCount% shader compilation errors.\r
92 )\r
93 \r
94 endlocal\r
95 exit /b\r
96 \r
97 :BuildShader\r
98 set input=%~1\r
99 set entry=%~2\r
100 set type=%~3\r
101 set output=%~4\r
102 set debug=%~5\r
103 \r
104 if %debug% == 0 (\r
105     set "buildCMD=fxc /nologo /E %entry% /T %type% /Fh %output% %input%"\r
106 ) else (\r
107     set "buildCMD=fxc /nologo /Zi /Od /E %entry% /T %type% /Fh %output% %input%"\r
108 )\r
109 \r
110 set error=0\r
111 %buildCMD% || set error=1\r
112 \r
113 if %error% == 0 (\r
114     set /a successCount=%successCount%+1\r
115 ) else (\r
116     set /a errorCount=%errorCount%+1\r
117 )\r
118 \r
119 exit /b\r