Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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85 lines
1.8 KiB

#include "shaderlib/cshader.h"
class debugmrttexture_ps20b_Static_Index
{
private:
int m_nCONVERT_TO_SRGB;
#ifdef _DEBUG
bool m_bCONVERT_TO_SRGB;
#endif
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_TO_SRGB = i;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
void SetCONVERT_TO_SRGB( bool i )
{
m_nCONVERT_TO_SRGB = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
private:
int m_nMRTINDEX;
#ifdef _DEBUG
bool m_bMRTINDEX;
#endif
public:
void SetMRTINDEX( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMRTINDEX = i;
#ifdef _DEBUG
m_bMRTINDEX = true;
#endif
}
void SetMRTINDEX( bool i )
{
m_nMRTINDEX = i ? 1 : 0;
#ifdef _DEBUG
m_bMRTINDEX = true;
#endif
}
public:
debugmrttexture_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
#ifdef _DEBUG
m_bMRTINDEX = false;
#endif // _DEBUG
m_nMRTINDEX = 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_bCONVERT_TO_SRGB && m_bMRTINDEX;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nMRTINDEX ) + 0;
}
};
#define shaderStaticTest_debugmrttexture_ps20b psh_forgot_to_set_static_MRTINDEX + 0
class debugmrttexture_ps20b_Dynamic_Index
{
public:
debugmrttexture_ps20b_Dynamic_Index()
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_debugmrttexture_ps20b 0