Team Fortress 2 Source Code as on 22/4/2020
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#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
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