; Variables outside of any section like this can only be referenced by other sections; they are not visible to calling code. Common=PRAGMA_DCL;__RAGE=1;SGA;__FXL=0;__XENON=0;__PS3=0;__PSP2=0;RSG_PS3=0;RSG_XENON=0;__SHADERMODEL=50; GDKVersion=220300 GXDKPath=$(RS_CODEBRANCH)\sdk\scarlett\$(GDKVersion)\gxdk ; A semicolon is only significant as a comment at the start of a line, as is an open square bracket. ; You can reference environment variables or variables defined earlier in that section with $(varname) syntax. ; You can perform basic character substitution at this time as well: $(varname:N=M) will replace every N with M; ; useful for fixing up path separators with unix-style paths. ; You can also specify += instead of = to append a string to the existing setting (useful when inheriting, or breaking ; up long lines). ; FinalAnnotations is a semicolon-separated list of annotations which will be preserved even at TERSE or MINIMAL verbosity level. ; Note that annotations specified via the property keyword are always preserved. ; ReflectionVerbosity should be TERSE for final shaders but let's disable that until particles are fixed. ; StripReflectionInfo should be YES for final shaders but we may want it off for development shaders so gpu captures are more useful. Costs a lot of disc space though. ; BindRegisters controls whether we allow registers to be bound to fixed slots or not (new SGA feature) ; BindRegisters can be YES, NO, or UAV (which causes *only* UAV variables to respect their bindings) ; If BindRegisters is NO or UAV, then RegisterExceptions contains a semicolon-delimeted list of exceptions that are still bound. ; It can also be EXTRA, which is intended for targets that use descriptor tables instead of physical registers. [Any] ByteSwap=0 ReflectionVerbosity=STANDARD StripReflectionInfo=YES FinalAnnotations=ResourceName;PtxResourceName;PtxClass;nullable ;SemanticExceptions=DiffuseTex;BumpTex;BumpTex2;SpecularTex;SpecularTex2;TintPaletteTex;AnisoTex;ClearCoatTex;IridescenceTex;TranslucencyTex;EmissiveTex;MaterialCTexture;trailMapTexture0 NoSemanticExceptions=YES AllowSemanticNamesOnSamplers=YES ExplicitResourceBindings=YES BindRegisters=YES RegisterExceptions=g_rage_matrices CbufferLimit=13 SrvLimit=121 UavLimit=11 SamplerLimit=15 PipelineMode=NO CompressMicrocode=NO ; Size, in kilobytes, below which we will not bother to compress microcode. CompressMicrocodeThreshold=1 ; None=3, Kraken=8, Mermaid=9, Selkie=11, LZNA=7, BitKnit=10, LZB16=4, Hydra=12, LZHLW=1, LZNIB=2 ; If you want to experiment with different settings quickly, and your particular shader configuration ; has already been cleanly built, delete all fxc files in the build subdirectory, save out your sgafxc.ini ; edit, and then pick shaders_rc / build and it will do the combine step again. CompressMicrocodeMethod=8 ; VeryFast=2, Fast=3, Normal=4, Optimal=6 CompressMicrocodeSpeed=6 AutomaticDescriptorTables=NO NativeDescriptorTables=NO PipeCompilerOutput=YES ; Note that FXC doesn't have any documented predefined symbols. The PlatformDefine flag should match what the platform ; shader compiler's preprocessor is predefining, if anything. We set this internally when processing files, but ; we do not pass it along to the platform shader compiler. ; Several symbols can be used on the compile line: ; %Entry% - The shader entry point we want to compile ; %Input% - The input file name (usually has CompileSuffix added to it) ; %Output% - The output file name and path, including the extension ; %OutputBase% - The output file name and path, excluding the extension ; The Microsoft compilers force row major on the command line; the Sony compilers use a #pragma in sga_common.fxh. ; The ? and ! syntax are used to check to see if environment variables exists or does not exist. [D3D11:Any] CbufferLimit=19 BindRegisters=NO CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\fxc.exe Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=0;RSG_PC=1;RSG_DURANGO=0;RSG_SCARLETT=0;RSG_XBOX=0;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=0 TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output% DebugFlags=/O0 OutputDebugInfoFlags=/Zi DisassemblyFlags=/Fc %OutputBase%.asm vs_4_0=/Tvs_4_0 ps_4_0=/Tps_4_0 gs_4_0=/Tgs_4_0 vs_4_1=/Tvs_4_0 ps_4_1=/Tps_4_0 gs_4_1=/Tgs_4_0 vs_5_0=/Tvs_5_0 ps_5_0=/Tps_5_0 gs_5_0=/Tgs_5_0 cs_4_1=/Tcs_4_1 cs_5_0=/Tcs_5_0 cs_5_1=/Tcs_5_1 ds_5_0=/Tds_5_0 hs_5_0=/Ths_5_0 IncludeSwitch=/I DefineSwitch=/D OutputExt=sb Target=D3D11 Platform=Desktop SymbolResolver=D3D11 CompileSuffix=.hlsl UnstrippedShaderPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\d3d11 [D3D11_Final:D3D11] UnstrippedShaderPath= StripReflectionInfo=YES [DescriptorBased:Any] ; These must add up to 252 or less (dest index is eight bits and Vulkan linearizes the binding space) ; Note that if you change CbufferLimit, UavLimit, or SamplerLimit, you must adjust the offsets in -fvk-?-shift in Vulkan section CbufferLimit=31 SrvLimit=159 UavLimit=31 SamplerLimit=31 NativeDescriptorTables=YES SamplerWrapModes=TEXTURE_ADDRESS_WRAP=1,TEXTURE_ADDRESS_MIRROR,TEXTURE_ADDRESS_CLAMP,TEXTURE_ADDRESS_BORDER,TEXTURE_ADDRESS_MIRROR_ONCE SamplerComparisonModes=COMPARISON_NEVER=1,COMPARISON_LESS,COMPARISON_EQUAL,COMPARISON_LESS_EQUAL,COMPARISON_GREATER,COMPARISON_NOT_EQUAL,COMPARISON_GREATER_EQUAL,COMPARISON_ALWAYS SamplerFilterModes=MIN_MAG_MIP_POINT=0,MIN_MAG_POINT_MIP_LINEAR=0x1,MIN_POINT_MAG_LINEAR_MIP_POINT=0x4,MIN_POINT_MAG_MIP_LINEAR=0x5,MIN_LINEAR_MAG_MIP_POINT=0x10,MIN_LINEAR_MAG_POINT_MIP_LINEAR=0x11,MIN_MAG_LINEAR_MIP_POINT=0x14,MIN_MAG_MIP_LINEAR=0x15,ANISOTROPIC=0x55 [D3D12:DescriptorBased] ?DurangoXDK?CompilerPath=$(DurangoXDK)\$(XDKEDITION)\xdk\FXC\amd64\fxc.exe Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=0;RSG_PC=1;RSG_DURANGO=0;RSG_SCARLETT=0;RSG_XBOX=0;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=0 TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output% /noprecompile /WX /all_resources_bound DebugFlags=/O0 NonDebugFlags=/O3 OutputDebugInfoFlags=/Zi DisassemblyFlags=/Fc %OutputBase%.asm vs_4_0=/Tvs_5_1 ps_4_0=/Tps_5_1 gs_4_0=/Tgs_5_1 vs_4_1=/Tvs_5_1 ps_4_1=/Tps_5_1 gs_4_1=/Tgs_5_1 vs_5_0=/Tvs_5_1 ps_5_0=/Tps_5_1 gs_5_0=/Tgs_5_1 cs_4_1=/Tcs_5_1 cs_5_0=/Tcs_5_1 ds_5_0=/Tds_5_1 hs_5_0=/Ths_5_1 vs_5_1=/Tvs_5_1 ps_5_1=/Tps_5_1 gs_5_1=/Tgs_5_1 cs_5_1=/Tcs_5_1 ds_5_1=/Tds_5_1 hs_5_1=/Ths_5_1 vs_6_0=/Tvs_6_0 ps_6_0=/Tps_6_0 gs_6_0=/Tgs_6_0 cs_6_0=/Tcs_6_0 ds_6_0=/Tds_6_0 hs_6_0=/Ths_6_0 vs_6_1=/Tvs_6_1 ps_6_1=/Tps_6_1 gs_6_1=/Tgs_6_1 cs_6_1=/Tcs_6_1 ds_6_1=/Tds_6_1 hs_6_1=/Ths_6_1 vs_6_2=/Tvs_6_2 ps_6_2=/Tps_6_2 gs_6_2=/Tgs_6_2 cs_6_2=/Tcs_6_2 ds_6_2=/Tds_6_2 hs_6_2=/Ths_6_2 vs_6_5=/Tvs_6_5 ps_6_5=/Tps_6_5 gs_6_5=/Tgs_6_5 cs_6_5=/Tcs_6_5 ds_6_5=/Tds_6_5 hs_6_5=/Ths_6_5 IncludeSwitch=/I DefineSwitch=/D OutputExt=sb Platform=Desktop SymbolResolver=D3D11 CompileSuffix=.hlsl CompressMicrocode=YES [D3D12_Final:D3D12] [D3D12DXIL:DescriptorBased] CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxc.exe ReflectionSupportPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxcompiler.dll Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=0;RSG_PC=1;RSG_DURANGO=0;RSG_XBOX=0;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=0 TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output% /all_resources_bound -Wno-conversion DebugFlags=/O0 NonDebugFlags=/O3 OutputDebugInfoFlags=/Zi /Zss /Fd %PDBPath%\ DisassemblyFlags=/Fc %OutputBase%.asm vs_4_0=/Tvs_6_0 ps_4_0=/Tps_6_0 gs_4_0=/Tgs_6_0 vs_4_1=/Tvs_6_0 ps_4_1=/Tps_6_0 gs_4_1=/Tgs_6_0 vs_5_0=/Tvs_6_0 ps_5_0=/Tps_6_0 gs_5_0=/Tgs_6_0 cs_4_1=/Tcs_6_0 cs_5_0=/Tcs_6_0 ds_5_0=/Tds_6_0 hs_5_0=/Ths_6_0 vs_5_1=/Tvs_6_0 ps_5_1=/Tps_6_0 gs_5_1=/Tgs_6_0 cs_5_1=/Tcs_6_0 ds_5_1=/Tds_6_0 hs_5_1=/Ths_6_0 vs_6_0=/Tvs_6_0 ps_6_0=/Tps_6_0 gs_6_0=/Tgs_6_0 cs_6_0=/Tcs_6_0 ds_6_0=/Tds_6_0 hs_6_0=/Ths_6_0 vs_6_1=/Tvs_6_1 ps_6_1=/Tps_6_1 gs_6_1=/Tgs_6_1 cs_6_1=/Tcs_6_1 ds_6_1=/Tds_6_1 hs_6_1=/Ths_6_1 vs_6_2=/Tvs_6_2 ps_6_2=/Tps_6_2 gs_6_2=/Tgs_6_2 cs_6_2=/Tcs_6_2 ds_6_2=/Tds_6_2 hs_6_2=/Ths_6_2 vs_6_5=/Tvs_6_5 ps_6_5=/Tps_6_5 gs_6_5=/Tgs_6_5 cs_6_5=/Tcs_6_5 ds_6_5=/Tds_6_5 hs_6_5=/Ths_6_5 lib_6_3=/Tlib_6_3 IncludeSwitch=/I DefineSwitch=/D OutputExt=sb Target=D3D12 SymbolResolver=D3D12 CompileSuffix=.hlsl CompressMicrocode=NO PipeCompilerOutput=YES PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\d3d12 AutomaticDescriptorTables=YES [D3D12DXIL_Final:D3D12DXIL] [XboxONE:D3D11] ?DurangoXDK?CompilerPath=$(DurangoXDK)\$(XDKEDITION)\xdk\FXC\amd64\fxc.exe Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=1;RSG_PC=0;RSG_DURANGO=1;RSG_SCARLETT=0;RSG_XBOX=1;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=0 vs_4_0=/Tvs_4_0 /WX ps_4_0=/Tps_4_0 /WX gs_4_0=/Tgs_4_0 /WX vs_4_1=/Tvs_4_0 /WX ps_4_1=/Tps_4_0 /WX gs_4_1=/Tgs_4_0 /WX vs_5_0=/Tvs_5_0 /WX ps_5_0=/Tps_5_0 /WX gs_5_0=/Tgs_5_0 /WX cs_4_1=/Tcs_4_1 /WX cs_5_0=/Tcs_5_0 /WX cs_5_1=/Tcs_5_0 /WX ds_5_0=/Tds_5_0 /WX hs_5_0=/Ths_5_0 /WX DebugFlags=/O0 OutputDebugInfoFlags=/Zi /Fd%OutputBase%.pdb /Qstrip_debug ; Disabling name emplacement is necessary to prevent our ucode caching from utterly failing. Game runs out of memory otherwise. ; Disabling DXBC saves a large amount of memory but requires the XDK the shaders were built against to match the kit's flash Defines+=;__XBOX_DISABLE_SHADER_NAME_EMPLACEMENT;__XBOX_DISABLE_DXBC=1;__XBOX_FULL_PRECOMPILE_PROMISE=1 ; If this is unspecified or set to anything other than YES, we will not strip unused Xbox vertex shaders ; Stripping unused shaders can cause SC_DLL spam, which the last time this happened was due to SV_PrimitiveID, which we now avoid. StripUnusedVertexShaders=YES OutputExt=sb CompileSuffix=.hlsl Target=XboxOneXDK StripReflectionInfo=YES [SM6PURE:DescriptorBased] HlslVersion=2018 UseRowMajorPackedMatrices=YES ShowHeaderIncludes=NO IgnoreLineDirectives=NO SupressWarnings=NO NoUseLegacyCBufferLoad=YES DisableOptimizations=NO OptimizeSignaturePacking=NO PreserveSignaturePrefix=NO AliasResourceViews=NO ReadRootSignatureDefine=NO DisableValidation=NO OutputIncludeDetails=NO ExtractRootSignature=NO StripRootSignature=NO ForceRootSignatureVersion=NO UseExternalRootSignature=NO VerifyRootSigFile=NO 16BitTypesEnable=NO EnableFXCStyleMacroExpansion=YES PreferFlowControlConstructs=YES EnableBackCompat=NO UseLegacyResourceReservation=NO ReflectionSupportPath=$(GXDKPath)\bin\Scarlett\dxcompiler_xs.dll [Scarlett:SM6PURE] CompilerPath=$(GXDKPath)\bin\Scarlett\dxc.exe Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=1;RSG_PC=0;RSG_DURANGO=0;RSG_SCARLETT=1;RSG_XBOX=1;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=0 TargetCommon=/nologo /Zpr /I "$(RS_CODEBRANCH)/rage/base/src/shaderlib/" /E %Entry% %Input% /Fo %Output% -Wno-conversion DebugFlags=/O0 NonDebugFlags=/O3 OutputDebugInfoFlags=/Zs /Zss /Fd %PDBPath%\ ?RSG_BRANCH_PROPS_SUFFIX?OutputDebugInfoFlags= DisassemblyFlags=/Fc %OutputBase%.asm vs_5_0=/Tvs_6_0 ps_5_0=/Tps_6_0 gs_5_0=/Tgs_6_0 cs_5_0=/Tcs_6_0 ds_5_0=/Tds_6_0 hs_5_0=/Ths_6_0 vs_5_1=/Tvs_6_0 ps_5_1=/Tps_6_0 gs_5_1=/Tgs_6_0 cs_5_1=/Tcs_6_0 ds_5_1=/Tds_6_0 hs_5_1=/Ths_6_0 vs_6_0=/Tvs_6_0 ps_6_0=/Tps_6_0 gs_6_0=/Tgs_6_0 cs_6_0=/Tcs_6_0 ds_6_0=/Tds_6_0 hs_6_0=/Ths_6_0 vs_6_1=/Tvs_6_1 ps_6_1=/Tps_6_1 gs_6_1=/Tgs_6_1 cs_6_1=/Tcs_6_1 ds_6_1=/Tds_6_1 hs_6_1=/Ths_6_1 vs_6_2=/Tvs_6_2 ps_6_2=/Tps_6_2 gs_6_2=/Tgs_6_2 cs_6_2=/Tcs_6_2 ds_6_2=/Tds_6_2 hs_6_2=/Ths_6_2 vs_6_3=/Tvs_6_3 ps_6_3=/Tps_6_3 gs_6_3=/Tgs_6_3 cs_6_3=/Tcs_6_3 ds_6_3=/Tds_6_3 hs_6_3=/Ths_6_3 vs_6_4=/Tvs_6_4 ps_6_4=/Tps_6_4 gs_6_4=/Tgs_6_4 cs_6_4=/Tcs_6_4 ds_6_4=/Tds_6_4 hs_6_4=/Ths_6_4 vs_6_5=/Tvs_6_5 ps_6_5=/Tps_6_5 gs_6_5=/Tgs_6_5 cs_6_5=/Tcs_6_5 ds_6_5=/Tds_6_5 hs_6_5=/Ths_6_5 lib_6_3=/Tlib_6_3 IncludeSwitch=/I DefineSwitch=/D OutputExt=sb Target=XBSX SymbolResolver=D3D12 CompileSuffix=.hlsl CompressMicrocode=NO ;Precompile=YES ;PrecompileArgs=/D RS1="%RootSignature%" -rootsig-define RS1 ;NoPrecompileArgs=/D __XBOX_DISABLE_PRECOMPILE AutomaticDescriptorTables=YES PassOneFlags=/noprecompile PassTwoFlags=/D__XBOX_STRIP_DXIL StripUnusedVertexShaders=YES PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\scarlett\dev [Scarlett_Final:Scarlett] OutputDebugInfoFlags= PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\scarlett\final [Scarlett_Debug:Scarlett] OutputDebugInfoFlags=/Zs /Zss /Fd %PDBPath%\ PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\scarlett\debug [XboxONE_Final:XboxOne] [PS4:Any] ?SCE_ORBIS_SDK_DIR?CompilerPath=$(SCE_ORBIS_SDK_DIR)\host_tools\bin\orbis-wave-psslc.exe PlatformDefine=__PSSL__ Defines=$(Common);__WIN32PC=0;__SHADERMODEL=50;__PSSL=1;__MAX=0;RSG_CONSOLE=1;RSG_PC=0;RSG_DURANGO=0;RSG_SCARLETT=0;RSG_XBOX=0;RSG_ORBIS=1;RSG_PROSPERO=0;RSG_SCE=1;__VULKAN=0; TargetCommon=-include $(RS_CODEBRANCH)\rage\base\src\shaderlib\HLSL_to_PSSL.h -entry %Entry% %Input% -o %Output% -target common -fastmath -Wperf -W4 -Wsuppress=6921 -Wsuppress=6928 -Wsuppress=20087 -max-user-extdata-count 240 -gradientadjust auto -no-srt-symbols -pssl2 DebugFlags=-Od NonDebugFlags=-O4 OutputDebugInfoFlags=-cache ; Only %Output% and %OutputBase% are currently understood here: ?SCE_ORBIS_SDK_DIR?Disassembler="$(SCE_ORBIS_SDK_DIR)\host_tools\bin\orbis-sb-dump" -disassemble %Output% > %OutputBase%.asm ; %SettingName% is v, e, or l depending on whether it's a true vertex shader, export shader, or local shader vs_4_0=-profile sce_vs_%SettingName%s_orbis ps_4_0=-profile sce_ps_orbis gs_4_0=-profile sce_gs_orbis vs_4_1=-profile sce_vs_%SettingName%s_orbis ps_4_1=-profile sce_ps_orbis gs_4_1=-profile sce_gs_orbis vs_5_0=-profile sce_vs_%SettingName%s_orbis vs_ls_5_0=-profile sce_vs_ls_orbis vs_es_5_0=-profile sce_vs_es_orbis ps_5_0=-profile sce_ps_orbis gs_5_0=-profile sce_gs_orbis cs_4_1=-profile sce_cs_orbis cs_5_0=-profile sce_cs_orbis cs_5_1=-profile sce_cs_orbis ds_5_0=-profile sce_ds_vs_orbis hs_5_0=-profile sce_hs_orbis IncludeSwitch=-I DefineSwitch=-D OutputExt=sb Target=PS4 SymbolResolver=PS4 CompileSuffix=.hlsl [Prospero:Any] PSSDKPath=$(RS_PROJROOT)\src\$(RS_BRANCHNAME)\sdk\prospero\5.000 CbufferLimit=19 CompilerPath=$(PSSDKPath)\host_tools\bin\prospero-wave-psslc.exe PlatformDefine=__PSSL__ Defines=$(Common);__WIN32PC=0;__SHADERMODEL=50;__PSSL=1;__MAX=0;RSG_CONSOLE=1;RSG_PC=0;RSG_DURANGO=0;RSG_SCARLETT=0;RSG_XBOX=0;RSG_ORBIS=0;RSG_PROSPERO=1;RSG_SCE=1;__VULKAN=0; TargetCommon=-include $(RS_CODEBRANCH)\rage\base\src\shaderlib\HLSL_to_PSSL.h -include "$(PSSDKPath)\target\include_common\psr\psr.h" -entry %Entry% %Input% -o %Output% -target prospero -fastmath -Wperf -W4 -Wsuppress=3103 -Wsuppress=6928 -Wsuppress=6921 -Wsuppress=6922 -Wsuppress=6923 -Wsuppress=20087 -Wsuppress=20088 -max-user-extdata-count 240 -gradientadjust auto -no-srt-symbols -pssl2 DebugFlags=-Od NonDebugFlags=-O4 OutputDebugInfoFlags=-debug-info -debug-info-path $(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\prospero -debug-info-user-prefix %OutputNameHash% PsrFlags=-L"$(PSSDKPath)\target\lib" -llibScePsr.wal ; Only %Output% and %OutputBase% are currently understood here: Disassembler="$(PSSDKPath)\host_tools\bin\prospero-wave-psslc.exe" -d %Output% > %OutputBase%.asm ; %SettingName% is v, e, or l depending on whether it's a true vertex shader, export shader, or local shader vs_4_0=-profile sce_vs_%SettingName%s_prospero ps_4_0=-profile sce_ps_prospero gs_4_0=-profile sce_gs_prospero vs_4_1=-profile sce_vs_%SettingName%s_prospero ps_4_1=-profile sce_ps_prospero gs_4_1=-profile sce_gs_prospero vs_5_0=-profile sce_vs_%SettingName%s_prospero vs_ls_5_0=-profile sce_vs_ls_prospero vs_es_5_0=-profile sce_vs_es_prospero ps_5_0=-profile sce_ps_prospero gs_5_0=-profile sce_gs_prospero cs_4_1=-profile sce_cs_prospero cs_5_0=-profile sce_cs_prospero cs_5_1=-profile sce_cs_prospero ds_5_0=-profile sce_ds_vs_prospero hs_5_0=-profile sce_hs_prospero vs_6_5=-profile sce_vs_%SettingName%s_prospero ps_6_5=-profile sce_ps_prospero gs_6_5=-profile sce_gs_prospero cs_6_5=-profile sce_cs_prospero ds_6_5=-profile sce_ds_vs_prospero hs_6_5=-profile sce_hs_prospero fs_6_5=-profile sce_fs_prospero IncludeSwitch=-I DefineSwitch=-D OutputExt=sb Target=PS5 SymbolResolver=PS5 CompileSuffix=.hlsl NativeDescriptorTables=YES BindRegisters=NO SamplerNamespace=sce::Agc::Core SamplerWrapModes=Sampler::WrapMode::kWrap=1,Sampler::WrapMode::kMirror,Sampler::WrapMode::kClampLastTexel,Sampler::WrapMode::kClampBorder,Sampler::WrapMode::kMirrorOnceLastTexel SamplerXYAniso=Sampler::FilterMode::kAnisoBilinear SamplerXYLinear=Sampler::FilterMode::kBilinear SamplerXYPoint=Sampler::FilterMode::kPoint SamplerZLinear=Sampler::ZFilterMode::kLinear SamplerZPoint=Sampler::ZFilterMode::kPoint SamplerMipLinear=Sampler::MipFilterMode::kLinear SamplerMipPoint=Sampler::MipFilterMode::kPoint SamplerComparisonModes=Sampler::DepthCompare::kNever=1,Sampler::DepthCompare::kLess,Sampler::DepthCompare::kEqual,Sampler::DepthCompare::kLessEqual,Sampler::DepthCompare::kGreater,Sampler::DepthCompare::kNotEqual,sce::Agc::Core::Sampler::DepthCompare::kGreaterEqual,sce::Agc::Core::Sampler::DepthCompare::kAlways SamplerAnisotropy=Sampler::AnisotropyRatio::k SamplerBorder=Sampler::BorderColor::k [PS4_Final:PS4] [Prospero_Final:Prospero] [Vulkan:DescriptorBased] CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxc.exe Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=0;RSG_PC=1;RSG_DURANGO=0;RSG_SCARLETT=0;RSG_XBOX=0;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=1 TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output% /WX -spirv -fvk-use-dx-layout -fspv-target-env=vulkan1.1 -fvk-use-dx-position-w -Wno-vk-emulated-features -fvk-b-shift %VkCbufferShift% all -fvk-s-shift %VkSamplerShift% all -fvk-u-shift %VkUavShift% all -fvk-t-shift %VkTextureShift% all ;/WX DebugFlags=/O0 NonDebugFlags=/O3 OutputDebugInfoFlags=/Zi DisassemblyFlags=/Fc %OutputBase%.asm vs_4_0=/Tvs_5_1 ps_4_0=/Tps_5_1 gs_4_0=/Tgs_5_1 vs_4_1=/Tvs_5_1 ps_4_1=/Tps_5_1 gs_4_1=/Tgs_5_1 vs_5_0=/Tvs_5_1 ps_5_0=/Tps_5_1 gs_5_0=/Tgs_5_1 cs_4_1=/Tcs_5_1 cs_5_0=/Tcs_5_1 ds_5_0=/Tds_5_1 hs_5_0=/Ths_5_1 vs_5_1=/Tvs_5_1 ps_5_1=/Tps_5_1 gs_5_1=/Tgs_5_1 cs_5_1=/Tcs_5_1 ds_5_1=/Tds_5_1 hs_5_1=/Ths_5_1 vs_6_0=/Tvs_6_0 ps_6_0=/Tps_6_0 gs_6_0=/Tgs_6_0 cs_6_0=/Tcs_6_0 ds_6_0=/Tds_6_0 hs_6_0=/Ths_6_0 vs_6_1=/Tvs_6_1 ps_6_1=/Tps_6_1 gs_6_1=/Tgs_6_1 cs_6_1=/Tcs_6_1 ds_6_1=/Tds_6_1 hs_6_1=/Ths_6_1 vs_6_2=/Tvs_6_2 ps_6_2=/Tps_6_2 gs_6_2=/Tgs_6_2 cs_6_2=/Tcs_6_2 ds_6_2=/Tds_6_2 hs_6_2=/Ths_6_2 IncludeSwitch=/I DefineSwitch=/D OutputExt=sb Target=Vulkan SymbolResolver=Vulkan CompileSuffix=.hlsl CompressMicrocode=YES [Vulkan_Final:Vulkan] ; The wrapper below forces all entry points to be VkMain. Source lives with sgafxc. It expects to find dxc.exe in the same directory. CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxcwrapper.exe ; -o must be the last option passed, we search for that in code to determine the output name. ; Output name should be different from input name so that subsequent builds don't end up missing reflection information DebugInfoStripper=$(RS_TOOLSBIN)\shadertools_gen9\spirv-opt.exe --strip-debug %Output% -o %Output%.stripped [NX:Vulkan] ; The wrapper below invokes DXC with the supplied command line, then invokes the NvnGlslc.dll on the result if it worked. CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxc_nvn.exe SymbolResolver=NVN CompressMicrocode=NO [NX_Final:NX]