Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class downsample_nohdr_ps20b_Static_Index { private: int m_nSRGB_ADAPTER; #ifdef _DEBUG bool m_bSRGB_ADAPTER; #endif public: void SetSRGB_ADAPTER( int i ) { Assert( i >= 0 && i <= 1 ); m_nSRGB_ADAPTER = i; #ifdef _DEBUG m_bSRGB_ADAPTER = true; #endif } void SetSRGB_ADAPTER( bool i ) { m_nSRGB_ADAPTER = i ? 1 : 0; #ifdef _DEBUG m_bSRGB_ADAPTER = true; #endif } 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_nCSTRIKE; #ifdef _DEBUG bool m_bCSTRIKE; #endif public: void SetCSTRIKE( int i ) { Assert( i >= 0 && i <= 1 ); m_nCSTRIKE = i; #ifdef _DEBUG m_bCSTRIKE = true; #endif } void SetCSTRIKE( bool i ) { m_nCSTRIKE = i ? 1 : 0; #ifdef _DEBUG m_bCSTRIKE = true; #endif } public: downsample_nohdr_ps20b_Static_Index( ) { #ifdef _DEBUG m_bSRGB_ADAPTER = false; #endif // _DEBUG
m_nSRGB_ADAPTER = 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #ifdef _DEBUG m_bCSTRIKE = false; #endif // _DEBUG
m_nCSTRIKE = 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_bSRGB_ADAPTER && m_bCONVERT_TO_SRGB && m_bCSTRIKE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nSRGB_ADAPTER ) + ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nCSTRIKE ) + 0; } }; #define shaderStaticTest_downsample_nohdr_ps20b psh_forgot_to_set_static_SRGB_ADAPTER + psh_forgot_to_set_static_CSTRIKE + 0 class downsample_nohdr_ps20b_Dynamic_Index { public: downsample_nohdr_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_downsample_nohdr_ps20b 0
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