Files
2025-09-29 00:52:08 +02:00

543 lines
19 KiB
INI
Executable File

; 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]