Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class engine_post_ps20_Static_Index { public: engine_post_ps20_Static_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 shaderStaticTest_engine_post_ps20 0 class engine_post_ps20_Dynamic_Index { private: int m_nAA_ENABLE; #ifdef _DEBUG bool m_bAA_ENABLE; #endif public: void SetAA_ENABLE( int i ) { Assert( i >= 0 && i <= 1 ); m_nAA_ENABLE = i; #ifdef _DEBUG m_bAA_ENABLE = true; #endif } void SetAA_ENABLE( bool i ) { m_nAA_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bAA_ENABLE = true; #endif } private: int m_nAA_QUALITY_MODE; #ifdef _DEBUG bool m_bAA_QUALITY_MODE; #endif public: void SetAA_QUALITY_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nAA_QUALITY_MODE = i; #ifdef _DEBUG m_bAA_QUALITY_MODE = true; #endif } void SetAA_QUALITY_MODE( bool i ) { m_nAA_QUALITY_MODE = i ? 1 : 0; #ifdef _DEBUG m_bAA_QUALITY_MODE = true; #endif } private: int m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR; #ifdef _DEBUG bool m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR; #endif public: void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( int i ) { Assert( i >= 0 && i <= 0 ); m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i; #ifdef _DEBUG m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true; #endif } void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( bool i ) { m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i ? 1 : 0; #ifdef _DEBUG m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true; #endif } private: int m_nCOL_CORRECT_NUM_LOOKUPS; #ifdef _DEBUG bool m_bCOL_CORRECT_NUM_LOOKUPS; #endif public: void SetCOL_CORRECT_NUM_LOOKUPS( int i ) { Assert( i >= 0 && i <= 4 ); m_nCOL_CORRECT_NUM_LOOKUPS = i; #ifdef _DEBUG m_bCOL_CORRECT_NUM_LOOKUPS = true; #endif } void SetCOL_CORRECT_NUM_LOOKUPS( bool i ) { m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0; #ifdef _DEBUG m_bCOL_CORRECT_NUM_LOOKUPS = true; #endif } public: engine_post_ps20_Dynamic_Index() { #ifdef _DEBUG m_bAA_ENABLE = false; #endif // _DEBUG
m_nAA_ENABLE = 0; #ifdef _DEBUG m_bAA_QUALITY_MODE = false; #endif // _DEBUG
m_nAA_QUALITY_MODE = 0; #ifdef _DEBUG m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = false; #endif // _DEBUG
m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = 0; #ifdef _DEBUG m_bCOL_CORRECT_NUM_LOOKUPS = false; #endif // _DEBUG
m_nCOL_CORRECT_NUM_LOOKUPS = 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_bAA_ENABLE && m_bAA_QUALITY_MODE && m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR && m_bCOL_CORRECT_NUM_LOOKUPS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nAA_QUALITY_MODE ) + ( 2 * m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + 0; } }; #define shaderDynamicTest_engine_post_ps20 psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_AA_QUALITY_MODE + psh_forgot_to_set_dynamic_AA_REDUCE_ONE_PIXEL_LINE_BLUR + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + 0
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