543 lines
19 KiB
INI
Executable File
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.
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Common=PRAGMA_DCL;__RAGE=1;SGA;__FXL=0;__XENON=0;__PS3=0;__PSP2=0;RSG_PS3=0;RSG_XENON=0;__SHADERMODEL=50;
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GDKVersion=220300
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GXDKPath=$(RS_CODEBRANCH)\sdk\scarlett\$(GDKVersion)\gxdk
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; A semicolon is only significant as a comment at the start of a line, as is an open square bracket.
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; You can reference environment variables or variables defined earlier in that section with $(varname) syntax.
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; You can perform basic character substitution at this time as well: $(varname:N=M) will replace every N with M;
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; useful for fixing up path separators with unix-style paths.
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; You can also specify += instead of = to append a string to the existing setting (useful when inheriting, or breaking
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; up long lines).
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; FinalAnnotations is a semicolon-separated list of annotations which will be preserved even at TERSE or MINIMAL verbosity level.
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; Note that annotations specified via the property keyword are always preserved.
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; ReflectionVerbosity should be TERSE for final shaders but let's disable that until particles are fixed.
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; 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.
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; BindRegisters controls whether we allow registers to be bound to fixed slots or not (new SGA feature)
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; BindRegisters can be YES, NO, or UAV (which causes *only* UAV variables to respect their bindings)
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; If BindRegisters is NO or UAV, then RegisterExceptions contains a semicolon-delimeted list of exceptions that are still bound.
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; It can also be EXTRA, which is intended for targets that use descriptor tables instead of physical registers.
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[Any]
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ByteSwap=0
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ReflectionVerbosity=STANDARD
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StripReflectionInfo=YES
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FinalAnnotations=ResourceName;PtxResourceName;PtxClass;nullable
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;SemanticExceptions=DiffuseTex;BumpTex;BumpTex2;SpecularTex;SpecularTex2;TintPaletteTex;AnisoTex;ClearCoatTex;IridescenceTex;TranslucencyTex;EmissiveTex;MaterialCTexture;trailMapTexture0
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NoSemanticExceptions=YES
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AllowSemanticNamesOnSamplers=YES
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ExplicitResourceBindings=YES
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BindRegisters=YES
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RegisterExceptions=g_rage_matrices
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CbufferLimit=13
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SrvLimit=121
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UavLimit=11
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SamplerLimit=15
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PipelineMode=NO
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CompressMicrocode=NO
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; Size, in kilobytes, below which we will not bother to compress microcode.
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CompressMicrocodeThreshold=1
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; None=3, Kraken=8, Mermaid=9, Selkie=11, LZNA=7, BitKnit=10, LZB16=4, Hydra=12, LZHLW=1, LZNIB=2
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; If you want to experiment with different settings quickly, and your particular shader configuration
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; has already been cleanly built, delete all fxc files in the build subdirectory, save out your sgafxc.ini
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; edit, and then pick shaders_rc / build and it will do the combine step again.
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CompressMicrocodeMethod=8
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; VeryFast=2, Fast=3, Normal=4, Optimal=6
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CompressMicrocodeSpeed=6
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AutomaticDescriptorTables=NO
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NativeDescriptorTables=NO
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PipeCompilerOutput=YES
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; Note that FXC doesn't have any documented predefined symbols. The PlatformDefine flag should match what the platform
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; shader compiler's preprocessor is predefining, if anything. We set this internally when processing files, but
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; we do not pass it along to the platform shader compiler.
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; Several symbols can be used on the compile line:
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; %Entry% - The shader entry point we want to compile
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; %Input% - The input file name (usually has CompileSuffix added to it)
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; %Output% - The output file name and path, including the extension
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; %OutputBase% - The output file name and path, excluding the extension
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; The Microsoft compilers force row major on the command line; the Sony compilers use a #pragma in sga_common.fxh.
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; The ? and ! syntax are used to check to see if environment variables exists or does not exist.
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[D3D11:Any]
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CbufferLimit=19
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BindRegisters=NO
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CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\fxc.exe
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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
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TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output%
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DebugFlags=/O0
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OutputDebugInfoFlags=/Zi
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DisassemblyFlags=/Fc %OutputBase%.asm
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vs_4_0=/Tvs_4_0
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ps_4_0=/Tps_4_0
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gs_4_0=/Tgs_4_0
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vs_4_1=/Tvs_4_0
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ps_4_1=/Tps_4_0
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gs_4_1=/Tgs_4_0
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vs_5_0=/Tvs_5_0
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ps_5_0=/Tps_5_0
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gs_5_0=/Tgs_5_0
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cs_4_1=/Tcs_4_1
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cs_5_0=/Tcs_5_0
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cs_5_1=/Tcs_5_1
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ds_5_0=/Tds_5_0
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hs_5_0=/Ths_5_0
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IncludeSwitch=/I
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DefineSwitch=/D
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OutputExt=sb
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Target=D3D11
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Platform=Desktop
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SymbolResolver=D3D11
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CompileSuffix=.hlsl
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UnstrippedShaderPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\d3d11
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[D3D11_Final:D3D11]
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UnstrippedShaderPath=
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StripReflectionInfo=YES
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[DescriptorBased:Any]
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; These must add up to 252 or less (dest index is eight bits and Vulkan linearizes the binding space)
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; Note that if you change CbufferLimit, UavLimit, or SamplerLimit, you must adjust the offsets in -fvk-?-shift in Vulkan section
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CbufferLimit=31
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SrvLimit=159
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UavLimit=31
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SamplerLimit=31
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NativeDescriptorTables=YES
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SamplerWrapModes=TEXTURE_ADDRESS_WRAP=1,TEXTURE_ADDRESS_MIRROR,TEXTURE_ADDRESS_CLAMP,TEXTURE_ADDRESS_BORDER,TEXTURE_ADDRESS_MIRROR_ONCE
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SamplerComparisonModes=COMPARISON_NEVER=1,COMPARISON_LESS,COMPARISON_EQUAL,COMPARISON_LESS_EQUAL,COMPARISON_GREATER,COMPARISON_NOT_EQUAL,COMPARISON_GREATER_EQUAL,COMPARISON_ALWAYS
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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
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[D3D12:DescriptorBased]
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?DurangoXDK?CompilerPath=$(DurangoXDK)\$(XDKEDITION)\xdk\FXC\amd64\fxc.exe
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Defines=$(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
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TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output% /noprecompile /WX /all_resources_bound
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DebugFlags=/O0
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NonDebugFlags=/O3
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OutputDebugInfoFlags=/Zi
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DisassemblyFlags=/Fc %OutputBase%.asm
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vs_4_0=/Tvs_5_1
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ps_4_0=/Tps_5_1
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gs_4_0=/Tgs_5_1
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vs_4_1=/Tvs_5_1
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ps_4_1=/Tps_5_1
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gs_4_1=/Tgs_5_1
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vs_5_0=/Tvs_5_1
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ps_5_0=/Tps_5_1
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gs_5_0=/Tgs_5_1
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cs_4_1=/Tcs_5_1
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cs_5_0=/Tcs_5_1
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ds_5_0=/Tds_5_1
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hs_5_0=/Ths_5_1
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vs_5_1=/Tvs_5_1
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ps_5_1=/Tps_5_1
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gs_5_1=/Tgs_5_1
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cs_5_1=/Tcs_5_1
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ds_5_1=/Tds_5_1
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hs_5_1=/Ths_5_1
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vs_6_0=/Tvs_6_0
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ps_6_0=/Tps_6_0
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gs_6_0=/Tgs_6_0
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cs_6_0=/Tcs_6_0
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ds_6_0=/Tds_6_0
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hs_6_0=/Ths_6_0
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vs_6_1=/Tvs_6_1
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ps_6_1=/Tps_6_1
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gs_6_1=/Tgs_6_1
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cs_6_1=/Tcs_6_1
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ds_6_1=/Tds_6_1
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hs_6_1=/Ths_6_1
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vs_6_2=/Tvs_6_2
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ps_6_2=/Tps_6_2
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gs_6_2=/Tgs_6_2
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cs_6_2=/Tcs_6_2
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ds_6_2=/Tds_6_2
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hs_6_2=/Ths_6_2
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vs_6_5=/Tvs_6_5
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ps_6_5=/Tps_6_5
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gs_6_5=/Tgs_6_5
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cs_6_5=/Tcs_6_5
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ds_6_5=/Tds_6_5
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hs_6_5=/Ths_6_5
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IncludeSwitch=/I
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DefineSwitch=/D
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OutputExt=sb
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Platform=Desktop
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SymbolResolver=D3D11
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CompileSuffix=.hlsl
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CompressMicrocode=YES
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[D3D12_Final:D3D12]
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[D3D12DXIL:DescriptorBased]
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CompilerPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxc.exe
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ReflectionSupportPath=$(RS_TOOLSBIN)\shadertools_gen9\dxc\dxcompiler.dll
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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
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TargetCommon=/nologo /Zpr /E %Entry% %Input% /Fo %Output% /all_resources_bound -Wno-conversion
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DebugFlags=/O0
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NonDebugFlags=/O3
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OutputDebugInfoFlags=/Zi /Zss /Fd %PDBPath%\
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DisassemblyFlags=/Fc %OutputBase%.asm
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vs_4_0=/Tvs_6_0
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ps_4_0=/Tps_6_0
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gs_4_0=/Tgs_6_0
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vs_4_1=/Tvs_6_0
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ps_4_1=/Tps_6_0
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gs_4_1=/Tgs_6_0
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vs_5_0=/Tvs_6_0
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ps_5_0=/Tps_6_0
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gs_5_0=/Tgs_6_0
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cs_4_1=/Tcs_6_0
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cs_5_0=/Tcs_6_0
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ds_5_0=/Tds_6_0
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hs_5_0=/Ths_6_0
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vs_5_1=/Tvs_6_0
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ps_5_1=/Tps_6_0
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gs_5_1=/Tgs_6_0
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cs_5_1=/Tcs_6_0
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ds_5_1=/Tds_6_0
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hs_5_1=/Ths_6_0
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vs_6_0=/Tvs_6_0
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ps_6_0=/Tps_6_0
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gs_6_0=/Tgs_6_0
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cs_6_0=/Tcs_6_0
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ds_6_0=/Tds_6_0
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hs_6_0=/Ths_6_0
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vs_6_1=/Tvs_6_1
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ps_6_1=/Tps_6_1
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gs_6_1=/Tgs_6_1
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cs_6_1=/Tcs_6_1
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ds_6_1=/Tds_6_1
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hs_6_1=/Ths_6_1
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vs_6_2=/Tvs_6_2
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ps_6_2=/Tps_6_2
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gs_6_2=/Tgs_6_2
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cs_6_2=/Tcs_6_2
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ds_6_2=/Tds_6_2
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hs_6_2=/Ths_6_2
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vs_6_5=/Tvs_6_5
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ps_6_5=/Tps_6_5
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gs_6_5=/Tgs_6_5
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cs_6_5=/Tcs_6_5
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ds_6_5=/Tds_6_5
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hs_6_5=/Ths_6_5
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lib_6_3=/Tlib_6_3
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IncludeSwitch=/I
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DefineSwitch=/D
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OutputExt=sb
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Target=D3D12
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SymbolResolver=D3D12
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CompileSuffix=.hlsl
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CompressMicrocode=NO
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PipeCompilerOutput=YES
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PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\d3d12
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AutomaticDescriptorTables=YES
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[D3D12DXIL_Final:D3D12DXIL]
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[XboxONE:D3D11]
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?DurangoXDK?CompilerPath=$(DurangoXDK)\$(XDKEDITION)\xdk\FXC\amd64\fxc.exe
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Defines=$(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
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vs_4_0=/Tvs_4_0 /WX
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ps_4_0=/Tps_4_0 /WX
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gs_4_0=/Tgs_4_0 /WX
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vs_4_1=/Tvs_4_0 /WX
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ps_4_1=/Tps_4_0 /WX
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gs_4_1=/Tgs_4_0 /WX
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vs_5_0=/Tvs_5_0 /WX
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ps_5_0=/Tps_5_0 /WX
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gs_5_0=/Tgs_5_0 /WX
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cs_4_1=/Tcs_4_1 /WX
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cs_5_0=/Tcs_5_0 /WX
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cs_5_1=/Tcs_5_0 /WX
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ds_5_0=/Tds_5_0 /WX
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hs_5_0=/Ths_5_0 /WX
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DebugFlags=/O0
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OutputDebugInfoFlags=/Zi /Fd%OutputBase%.pdb /Qstrip_debug
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; Disabling name emplacement is necessary to prevent our ucode caching from utterly failing. Game runs out of memory otherwise.
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; Disabling DXBC saves a large amount of memory but requires the XDK the shaders were built against to match the kit's flash
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Defines+=;__XBOX_DISABLE_SHADER_NAME_EMPLACEMENT;__XBOX_DISABLE_DXBC=1;__XBOX_FULL_PRECOMPILE_PROMISE=1
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; If this is unspecified or set to anything other than YES, we will not strip unused Xbox vertex shaders
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; Stripping unused shaders can cause SC_DLL spam, which the last time this happened was due to SV_PrimitiveID, which we now avoid.
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StripUnusedVertexShaders=YES
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OutputExt=sb
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CompileSuffix=.hlsl
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Target=XboxOneXDK
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StripReflectionInfo=YES
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[SM6PURE:DescriptorBased]
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HlslVersion=2018
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UseRowMajorPackedMatrices=YES
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ShowHeaderIncludes=NO
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IgnoreLineDirectives=NO
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SupressWarnings=NO
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NoUseLegacyCBufferLoad=YES
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DisableOptimizations=NO
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OptimizeSignaturePacking=NO
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PreserveSignaturePrefix=NO
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AliasResourceViews=NO
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ReadRootSignatureDefine=NO
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DisableValidation=NO
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OutputIncludeDetails=NO
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ExtractRootSignature=NO
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StripRootSignature=NO
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ForceRootSignatureVersion=NO
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UseExternalRootSignature=NO
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VerifyRootSigFile=NO
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16BitTypesEnable=NO
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EnableFXCStyleMacroExpansion=YES
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PreferFlowControlConstructs=YES
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EnableBackCompat=NO
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UseLegacyResourceReservation=NO
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ReflectionSupportPath=$(GXDKPath)\bin\Scarlett\dxcompiler_xs.dll
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[Scarlett:SM6PURE]
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CompilerPath=$(GXDKPath)\bin\Scarlett\dxc.exe
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Defines=$(Common);__WIN32PC=1;__PSSL=0;__MAX=0;RSG_CONSOLE=1;RSG_PC=0;RSG_DURANGO=0;RSG_SCARLETT=1;RSG_XBOX=1;RSG_ORBIS=0;RSG_PROSPERO=0;RSG_SCE=0;__VULKAN=0
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TargetCommon=/nologo /Zpr /I "$(RS_CODEBRANCH)/rage/base/src/shaderlib/" /E %Entry% %Input% /Fo %Output% -Wno-conversion
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DebugFlags=/O0
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NonDebugFlags=/O3
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OutputDebugInfoFlags=/Zs /Zss /Fd %PDBPath%\
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?RSG_BRANCH_PROPS_SUFFIX?OutputDebugInfoFlags=
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DisassemblyFlags=/Fc %OutputBase%.asm
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vs_5_0=/Tvs_6_0
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ps_5_0=/Tps_6_0
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gs_5_0=/Tgs_6_0
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cs_5_0=/Tcs_6_0
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ds_5_0=/Tds_6_0
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hs_5_0=/Ths_6_0
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vs_5_1=/Tvs_6_0
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ps_5_1=/Tps_6_0
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gs_5_1=/Tgs_6_0
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cs_5_1=/Tcs_6_0
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ds_5_1=/Tds_6_0
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hs_5_1=/Ths_6_0
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vs_6_0=/Tvs_6_0
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ps_6_0=/Tps_6_0
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gs_6_0=/Tgs_6_0
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cs_6_0=/Tcs_6_0
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ds_6_0=/Tds_6_0
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hs_6_0=/Ths_6_0
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vs_6_1=/Tvs_6_1
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ps_6_1=/Tps_6_1
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gs_6_1=/Tgs_6_1
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cs_6_1=/Tcs_6_1
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ds_6_1=/Tds_6_1
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hs_6_1=/Ths_6_1
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vs_6_2=/Tvs_6_2
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ps_6_2=/Tps_6_2
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gs_6_2=/Tgs_6_2
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cs_6_2=/Tcs_6_2
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ds_6_2=/Tds_6_2
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hs_6_2=/Ths_6_2
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vs_6_3=/Tvs_6_3
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ps_6_3=/Tps_6_3
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gs_6_3=/Tgs_6_3
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cs_6_3=/Tcs_6_3
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ds_6_3=/Tds_6_3
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hs_6_3=/Ths_6_3
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vs_6_4=/Tvs_6_4
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ps_6_4=/Tps_6_4
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gs_6_4=/Tgs_6_4
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cs_6_4=/Tcs_6_4
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ds_6_4=/Tds_6_4
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hs_6_4=/Ths_6_4
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vs_6_5=/Tvs_6_5
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ps_6_5=/Tps_6_5
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gs_6_5=/Tgs_6_5
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cs_6_5=/Tcs_6_5
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ds_6_5=/Tds_6_5
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hs_6_5=/Ths_6_5
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lib_6_3=/Tlib_6_3
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IncludeSwitch=/I
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DefineSwitch=/D
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OutputExt=sb
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Target=XBSX
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SymbolResolver=D3D12
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CompileSuffix=.hlsl
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CompressMicrocode=NO
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;Precompile=YES
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;PrecompileArgs=/D RS1="%RootSignature%" -rootsig-define RS1
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;NoPrecompileArgs=/D __XBOX_DISABLE_PRECOMPILE
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AutomaticDescriptorTables=YES
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PassOneFlags=/noprecompile
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PassTwoFlags=/D__XBOX_STRIP_DXIL
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StripUnusedVertexShaders=YES
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PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\scarlett\dev
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[Scarlett_Final:Scarlett]
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OutputDebugInfoFlags=
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PDBPath=$(RS_PROJROOT)\shader_pdb\$(RS_BRANCHNAME)\scarlett\final
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[Scarlett_Debug:Scarlett]
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OutputDebugInfoFlags=/Zs /Zss /Fd %PDBPath%\
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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]
|