Team Fortress 2 Source Code as on 22/4/2020
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110 lines
2.3 KiB

#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