Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
#include "shaderlib/cshader.h"
class compositor_ps20b_Static_Index
{
private:
int m_nCOMBINE_MODE;
#ifdef _DEBUG
bool m_bCOMBINE_MODE;
#endif
public:
void SetCOMBINE_MODE( int i )
{
Assert( i >= 0 && i <= 6 );
m_nCOMBINE_MODE = i;
#ifdef _DEBUG
m_bCOMBINE_MODE = true;
#endif
}
void SetCOMBINE_MODE( bool i )
{
m_nCOMBINE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMBINE_MODE = true;
#endif
}
public:
compositor_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCOMBINE_MODE = false;
#endif // _DEBUG
m_nCOMBINE_MODE = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCOMBINE_MODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nCOMBINE_MODE ) + 0;
}
};
#define shaderStaticTest_compositor_ps20b psh_forgot_to_set_static_COMBINE_MODE + 0
class compositor_ps20b_Dynamic_Index
{
private:
int m_nDEBUG_MODE;
#ifdef _DEBUG
bool m_bDEBUG_MODE;
#endif
public:
void SetDEBUG_MODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEBUG_MODE = i;
#ifdef _DEBUG
m_bDEBUG_MODE = true;
#endif
}
void SetDEBUG_MODE( bool i )
{
m_nDEBUG_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDEBUG_MODE = true;
#endif
}
public:
compositor_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bDEBUG_MODE = false;
#endif // _DEBUG
m_nDEBUG_MODE = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bDEBUG_MODE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDEBUG_MODE ) + 0;
}
};
#define shaderDynamicTest_compositor_ps20b psh_forgot_to_set_dynamic_DEBUG_MODE + 0