REM @echo off echo Don't use this any more, just build shaders from the IDE. exit/b set HAS_DX12=0 REM set WindowsSDK_ExecutablePath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x86 REM set WindowsSDK_ExecutablePath_x64=C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x64 set ARCH=%PROCESSOR_ARCHITECTURE% set DX12_DIR=%WindowsSDK_ExecutablePath% if "%ARCH%"=="AMD64" set DX12_DIR=%WindowsSDK_ExecutablePath_x64% if exist %DX12_DIR%\dxcompiler.dll set HAS_DX12=1 if not exist %DX12_DIR%\dxil.dll set HAS_DX12=0 if "%HAS_DX12%"=="1" echo *** DX12 supported, binaries found *** setlocal enableextensions enabledelayedexpansion set MAKESHADERS_SCRIPT_DIR=%~dp0 if exist shaderpath.bat call shaderpath.bat if EXIST embedded.list ( ECHO Please convert your project over to use EMBEDDED line ECHO in makefile.bat. EXIT/B ) if not "%1" == "/embedded" ( REM Make sure AB assets never contain embedded files. REM Clean them all out before building the shaders normally. if exist shaderpath.bat ( del /f %SHADERPATH%fx_max\*.dcl del /f %SHADERPATH%win32_20\*.fxc del /f %SHADERPATH%win32_30\*.fxc del /f %SHADERPATH%win32_40\*.fxc del /f %SHADERPATH%win32_50\*.fxc del /f %SHADERPATH%win32_60\*.fxc del /f %SHADERPATH%win32_60\*.dxbc del /f %SHADERPATH%fxl_final\*.fxc del /f %SHADERPATH%psn\*.cgx del /f %SHADERPATH%dcl\*.dcl del /f %SHADERPATH%orbis\*.fxc del /f %SHADERPATH%durango\*.fxc ) for /f %%I in (preload.list) do ( if %%~xI==.fx ( echo ==== %%I ==== call %MAKESHADERS_SCRIPT_DIR%makeshader.bat %%I %* if errorlevel 1 goto fail ) ) ) :success echo *** SUCCESSFUL *** GOTO done :fail ECHO *** FAILED *** GOTO done :done endlocal