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-rw-r--r--materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc212
1 files changed, 212 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc b/materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc
new file mode 100644
index 0000000..47609c1
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class engine_post_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_nLINEAR_INPUT;
+#ifdef _DEBUG
+ bool m_bLINEAR_INPUT;
+#endif
+public:
+ void SetLINEAR_INPUT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLINEAR_INPUT = i;
+#ifdef _DEBUG
+ m_bLINEAR_INPUT = true;
+#endif
+ }
+ void SetLINEAR_INPUT( bool i )
+ {
+ m_nLINEAR_INPUT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLINEAR_INPUT = true;
+#endif
+ }
+private:
+ int m_nLINEAR_OUTPUT;
+#ifdef _DEBUG
+ bool m_bLINEAR_OUTPUT;
+#endif
+public:
+ void SetLINEAR_OUTPUT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLINEAR_OUTPUT = i;
+#ifdef _DEBUG
+ m_bLINEAR_OUTPUT = true;
+#endif
+ }
+ void SetLINEAR_OUTPUT( bool i )
+ {
+ m_nLINEAR_OUTPUT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLINEAR_OUTPUT = true;
+#endif
+ }
+public:
+ engine_post_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bLINEAR_INPUT = false;
+#endif // _DEBUG
+ m_nLINEAR_INPUT = 0;
+#ifdef _DEBUG
+ m_bLINEAR_OUTPUT = false;
+#endif // _DEBUG
+ m_nLINEAR_OUTPUT = 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_bLINEAR_INPUT && m_bLINEAR_OUTPUT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 40 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nLINEAR_INPUT ) + ( 160 * m_nLINEAR_OUTPUT ) + 0;
+ }
+};
+#define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_LINEAR_INPUT + psh_forgot_to_set_static_LINEAR_OUTPUT + 0
+class engine_post_ps20b_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 <= 1 );
+ 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 <= 1 );
+ 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_ps20b_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 ) + ( 4 * m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR ) + ( 8 * m_nCOL_CORRECT_NUM_LOOKUPS ) + 0;
+ }
+};
+#define shaderDynamicTest_engine_post_ps20b 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