Files
gtav-src/tools_ng/script/coding/shaders/makeshaders.bat
T
2025-09-29 00:52:08 +02:00

76 lines
1.8 KiB
Batchfile
Executable File

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