Team Fortress 2 Source Code as on 22/4/2020
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@echo off
set TTEXE=..\..\devtools\bin\timeprecise.exe if not exist %TTEXE% goto no_ttexe goto no_ttexe_end
:no_ttexe set TTEXE=time /t :no_ttexe_end
echo. rem echo ==================== buildshaders %* ================== %TTEXE% -cur-Q set tt_start=%ERRORLEVEL% set tt_chkpt=%tt_start%
REM **************** REM usage: buildshaders <shaderProjectName> [-x360] REM ****************
setlocal set arg_filename=%1 rem set shadercompilecommand=echo shadercompile.exe -mpi_graphics -mpi_TrackEvents set shadercompilecommand=shadercompile.exe set shadercompileworkers=128 set x360_args= set targetdir=..\..\..\game\hl2\shaders set SrcDirBase=..\.. set ChangeToDir=../../../game/bin set shaderDir=shaders set SDKArgs= set SHADERINCPATH=vshtmp9/... fxctmp9/...
set DIRECTX_SDK_VER=pc09.00 set DIRECTX_SDK_BIN_DIR=dx9sdk\utilities
if /i "%2" == "-x360" goto dx_sdk_x360 if /i "%2" == "-dx9_30" goto dx_sdk_dx9_30 if /i "%2" == "-dx10" goto dx_sdk_dx10 goto dx_sdk_end :dx_sdk_x360 set DIRECTX_SDK_VER=x360.00 set DIRECTX_SDK_BIN_DIR=x360xdk\bin\win32 goto dx_sdk_end :dx_sdk_dx9_30 set DIRECTX_SDK_VER=pc09.30 set DIRECTX_SDK_BIN_DIR=dx10sdk\utilities\dx9_30 goto dx_sdk_end :dx_sdk_dx10 set DIRECTX_SDK_VER=pc10.00 set DIRECTX_SDK_BIN_DIR=dx10sdk\utilities\dx10_40 goto dx_sdk_end :dx_sdk_end
if "%1" == "" goto usage set inputbase=%1
if /i "%3" == "-force30" goto set_force30_arg goto set_force_end :set_force30_arg set DIRECTX_FORCE_MODEL=30 goto set_force_end :set_force_end
if /i "%2" == "-x360" goto set_x360_args if /i "%2" == "-game" goto set_mod_args goto build_shaders
REM **************** REM USAGE REM **************** :usage echo. echo "usage: buildshaders <shaderProjectName> [-x360 or -dx10 or -game] [gameDir if -game was specified] [-source sourceDir]" echo " gameDir is where gameinfo.txt is (where it will store the compiled shaders)." echo " sourceDir is where the source code is (where it will find scripts and compilers)." echo "ex : buildshaders myshaders" echo "ex : buildshaders myshaders -game c:\steam\steamapps\sourcemods\mymod -source c:\mymod\src" goto :end
REM **************** REM X360 ARGS REM **************** :set_x360_args set x360_args=-x360 set SHADERINCPATH=vshtmp9_360/... fxctmp9_360/... goto build_shaders
REM **************** REM MOD ARGS - look for -game or the vproject environment variable REM **************** :set_mod_args
if not exist %sourcesdk%\bin\shadercompile.exe goto NoShaderCompile set ChangeToDir=%sourcesdk%\bin
if /i "%4" NEQ "-source" goto NoSourceDirSpecified set SrcDirBase=%~5
REM ** use the -game parameter to tell us where to put the files set targetdir=%~3\shaders set SDKArgs=-nompi -game "%~3"
if not exist "%~3\gameinfo.txt" goto InvalidGameDirectory goto build_shaders
REM **************** REM ERRORS REM **************** :InvalidGameDirectory echo - echo Error: "%~3" is not a valid game directory. echo (The -game directory must have a gameinfo.txt file) echo - goto end
:NoSourceDirSpecified echo ERROR: If you specify -game on the command line, you must specify -source. goto usage goto end
:NoShaderCompile echo - echo - ERROR: shadercompile.exe doesn't exist in %sourcesdk%\bin echo - goto end
REM **************** REM BUILD SHADERS REM **************** :build_shaders
rem echo -------------------------------- rem echo %inputbase% rem echo -------------------------------- REM make sure that target dirs exist REM files will be built in these targets and copied to their final destination if not exist %shaderDir% mkdir %shaderDir% if not exist %shaderDir%\fxc mkdir %shaderDir%\fxc if not exist %shaderDir%\vsh mkdir %shaderDir%\vsh if not exist %shaderDir%\psh mkdir %shaderDir%\psh REM Nuke some files that we will add to later. if exist filelist.txt del /f /q filelist.txt if exist filestocopy.txt del /f /q filestocopy.txt if exist filelistgen.txt del /f /q filelistgen.txt if exist inclist.txt del /f /q inclist.txt if exist vcslist.txt del /f /q vcslist.txt
REM **************** REM Revert any targets (vcs or inc) that are opened for integrate. REM **************** perl "%SrcDirBase%\devtools\bin\p4revertshadertargets.pl" %x360_args% -source "%SrcDirBase%" %inputbase%
REM **************** REM Generate a makefile for the shader project REM **************** perl "%SrcDirBase%\devtools\bin\updateshaders.pl" %x360_args% -source "%SrcDirBase%" %inputbase%
REM **************** REM Run the makefile, generating minimal work/build list for fxc files, go ahead and compile vsh and psh files. REM **************** rem nmake /S /C -f makefile.%inputbase% clean > clean.txt 2>&1 echo Building inc files, asm vcs files, and VMPI worklist for %inputbase%... nmake /S /C -f makefile.%inputbase%
REM **************** REM Copy the inc files to their target REM **************** if exist "inclist.txt" ( echo Publishing shader inc files to target... perl %SrcDirBase%\devtools\bin\copyshaderincfiles.pl inclist.txt %x360_args% )
REM **************** REM Deal with perforce operations for inc files REM **************** if exist inclist.txt if not "%VALVE_NO_AUTO_P4_SHADERS%" == "1" ( echo Executing perforce operations on .inc files. perl ..\..\devtools\bin\p4autocheckout.pl inclist.txt "Shader Auto Checkout INC" . %SHADERINCPATH% )
REM **************** REM Add the executables to the worklist. REM **************** if /i "%DIRECTX_SDK_VER%" == "pc09.00" ( rem echo "Copy extra files for dx 9 std ) if /i "%DIRECTX_SDK_VER%" == "pc09.30" ( echo %SrcDirBase%\devtools\bin\d3dx9_33.dll >> filestocopy.txt ) if /i "%DIRECTX_SDK_VER%" == "pc10.00" ( echo %SrcDirBase%\devtools\bin\d3dx10_33.dll >> filestocopy.txt ) if /i "%DIRECTX_SDK_VER%" == "x360.00" ( rem echo "Copy extra files for xbox360 )
echo %SrcDirBase%\%DIRECTX_SDK_BIN_DIR%\dx_proxy.dll >> filestocopy.txt
echo %SrcDirBase%\..\game\bin\shadercompile.exe >> filestocopy.txt echo %SrcDirBase%\..\game\bin\shadercompile_dll.dll >> filestocopy.txt echo %SrcDirBase%\..\game\bin\vstdlib.dll >> filestocopy.txt echo %SrcDirBase%\..\game\bin\tier0.dll >> filestocopy.txt
REM **************** REM Cull duplicate entries in work/build list REM **************** if exist filestocopy.txt type filestocopy.txt | perl "%SrcDirBase%\devtools\bin\uniqifylist.pl" > uniquefilestocopy.txt if exist filelistgen.txt if not "%dynamic_shaders%" == "1" ( echo Generating action list... copy filelistgen.txt filelist.txt >nul rem %SrcDirBase%\devtools\bin\fxccombogen.exe <filelistgen.txt 1>nul 2>filelist.txt )
REM **************** REM Execute distributed process on work/build list REM ****************
set shader_path_cd=%cd% if exist "filelist.txt" if exist "uniquefilestocopy.txt" if not "%dynamic_shaders%" == "1" ( echo Running distributed shader compilation... cd %ChangeToDir% %shadercompilecommand% -mpi_workercount %shadercompileworkers% -allowdebug -shaderpath "%shader_path_cd:/=\%" %x360_args% %SDKArgs% cd %shader_path_cd% )
REM **************** REM PC and 360 Shader copy REM Publish the generated files to the output dir using ROBOCOPY (smart copy) or XCOPY REM This batch file may have been invoked standalone or slaved (master does final smart mirror copy) REM **************** if not "%dynamic_shaders%" == "1" ( if exist makefile.%inputbase%.copy echo Publishing shaders to target... if exist makefile.%inputbase%.copy perl %SrcDirBase%\devtools\bin\copyshaders.pl makefile.%inputbase%.copy %x360_args% )
REM **************** REM Deal with perforce operations for vcs files REM **************** if not "%dynamic_shaders%" == "1" if exist vcslist.txt if not "%VALVE_NO_AUTO_P4_SHADERS%" == "1" ( echo Executing perforce operations on .vcs files. perl ..\..\devtools\bin\p4autocheckout.pl vcslist.txt "Shader Auto Checkout VCS" ../../../game/hl2/shaders ../../../game/hl2/shaders/... )
REM **************** REM END REM **************** :end
%TTEXE% -diff %tt_start% echo.
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