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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/shaderlib/cshader.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/shaderlib/cshader.h')
| -rw-r--r-- | mp/src/public/shaderlib/cshader.h | 490 |
1 files changed, 490 insertions, 0 deletions
diff --git a/mp/src/public/shaderlib/cshader.h b/mp/src/public/shaderlib/cshader.h new file mode 100644 index 00000000..16acc5de --- /dev/null +++ b/mp/src/public/shaderlib/cshader.h @@ -0,0 +1,490 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef CSHADER_H
+#define CSHADER_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+// uncomment this if you want to build for nv3x
+//#define NV3X 1
+
+// This is what all shaders include.
+// CBaseShader will become CShader in this file.
+#include "materialsystem/ishaderapi.h"
+#include "utlvector.h"
+#include "materialsystem/imaterialvar.h"
+#include "materialsystem/imaterial.h"
+#include "BaseShader.h"
+
+#include "materialsystem/itexture.h"
+
+// Included for convenience because they are used in a bunch of shaders
+#include "materialsystem/imesh.h"
+#include "materialsystem/imaterialsystemhardwareconfig.h"
+#include "materialsystem/materialsystem_config.h"
+#include "shaderlib/ShaderDLL.h"
+
+// make "local variable is initialized but not referenced" warnings errors for combo checking macros
+#pragma warning ( error : 4189 )
+
+//-----------------------------------------------------------------------------
+// Global interfaces
+//-----------------------------------------------------------------------------
+extern IMaterialSystemHardwareConfig *g_pHardwareConfig;
+extern const MaterialSystem_Config_t *g_pConfig;
+extern bool g_shaderConfigDumpEnable;
+
+// Helper method
+bool IsUsingGraphics();
+
+#define SOFTWARE_VERTEX_SHADER(name) \
+ static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI )
+
+#define FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER(name)\
+ static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI );
+
+#define USE_SOFTWARE_VERTEX_SHADER(name) \
+ m_SoftwareVertexShader = SoftwareVertexShader_ ## name
+
+#define SHADER_INIT_PARAMS() \
+ virtual void OnInitShaderParams( IMaterialVar **params, const char *pMaterialName )
+
+#define SHADER_FALLBACK \
+ virtual char const* GetFallbackShader( IMaterialVar** params ) const
+
+// Typesafe flag setting
+inline void CShader_SetFlags( IMaterialVar **params, MaterialVarFlags_t _flag )
+{
+ params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() | (_flag) );
+}
+
+inline bool CShader_IsFlagSet( IMaterialVar **params, MaterialVarFlags_t _flag )
+{
+ return ((params[FLAGS]->GetIntValue() & (_flag) ) != 0);
+}
+
+#define SET_FLAGS( _flag ) CShader_SetFlags( params, _flag )
+#define CLEAR_FLAGS( _flag ) params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() & ~(_flag) )
+#define IS_FLAG_SET( _flag ) CShader_IsFlagSet( params, _flag )
+#define IS_FLAG_DEFINED( _flag ) ((params[FLAGS_DEFINED]->GetIntValue() & (_flag) ) != 0)
+
+#define IS_PARAM_DEFINED( _param ) ( ( ( _param >= 0 ) && ( params[_param]->IsDefined() ) ) )
+
+#define SET_PARAM_STRING_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetStringValue( kDefaultValue ); \
+ }
+
+#define SET_PARAM_INT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetIntValue( kDefaultValue ); \
+ }
+
+#define SET_PARAM_FLOAT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetFloatValue( kDefaultValue ); \
+ }
+
+#define SET_PARAM_VEC_IF_NOT_DEFINED( nParamIndex, kDefaultValue, nSize ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetVecValue( kDefaultValue, nSize ); \
+ }
+
+// Typesafe flag setting
+inline void CShader_SetFlags2( IMaterialVar **params, MaterialVarFlags2_t _flag )
+{
+ params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() | (_flag) );
+}
+
+inline bool CShader_IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag )
+{
+ return ((params[FLAGS2]->GetIntValue() & (_flag) ) != 0);
+}
+
+#define SET_FLAGS2( _flag ) CShader_SetFlags2( params, _flag )
+#define CLEAR_FLAGS2( _flag ) params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() & ~(_flag) )
+#define IS_FLAG2_SET( _flag ) CShader_IsFlag2Set( params, _flag )
+#define IS_FLAG2_DEFINED( _flag ) ((params[FLAGS_DEFINED2]->GetIntValue() & (_flag) ) != 0)
+
+#define __BEGIN_SHADER_INTERNAL(_baseclass, name, help, flags) \
+ namespace name \
+ {\
+ typedef _baseclass CBaseClass;\
+ static const char *s_HelpString = help; \
+ static const char *s_Name = #name; \
+ static int s_nFlags = flags; \
+ class CShaderParam;\
+ static CUtlVector<CShaderParam *> s_ShaderParams;\
+ static CShaderParam *s_pShaderParamOverrides[NUM_SHADER_MATERIAL_VARS];\
+ class CShaderParam\
+ {\
+ public:\
+ CShaderParam( ShaderMaterialVars_t var, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
+ {\
+ m_Info.m_pName = "override";\
+ m_Info.m_Type = type;\
+ m_Info.m_pDefaultValue = pDefaultParam;\
+ m_Info.m_pHelp = pHelp;\
+ m_Info.m_nFlags = nFlags;\
+ AssertMsg( !s_pShaderParamOverrides[var], ( "Shader parameter override duplicately defined!" ) );\
+ s_pShaderParamOverrides[var] = this;\
+ m_Index = var;\
+ }\
+ CShaderParam( const char *pName, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
+ {\
+ m_Info.m_pName = pName;\
+ m_Info.m_Type = type;\
+ m_Info.m_pDefaultValue = pDefaultParam;\
+ m_Info.m_pHelp = pHelp;\
+ m_Info.m_nFlags = nFlags;\
+ m_Index = NUM_SHADER_MATERIAL_VARS + s_ShaderParams.Count();\
+ s_ShaderParams.AddToTail( this );\
+ }\
+ operator int() \
+ {\
+ return m_Index;\
+ }\
+ const char *GetName()\
+ {\
+ return m_Info.m_pName;\
+ }\
+ ShaderParamType_t GetType()\
+ {\
+ return m_Info.m_Type;\
+ }\
+ const char *GetDefault()\
+ {\
+ return m_Info.m_pDefaultValue;\
+ }\
+ int GetFlags() const\
+ {\
+ return m_Info.m_nFlags;\
+ }\
+ const char *GetHelp()\
+ {\
+ return m_Info.m_pHelp;\
+ }\
+ private:\
+ ShaderParamInfo_t m_Info; \
+ int m_Index;\
+ };\
+
+#define BEGIN_SHADER(name,help) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, 0 )
+#define BEGIN_SHADER_FLAGS(name,help,flags) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, flags )
+
+#define BEGIN_SHADER_PARAMS
+
+#define SHADER_PARAM( param, paramtype, paramdefault, paramhelp ) \
+ static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, 0 );
+
+#define SHADER_PARAM_FLAGS( param, paramtype, paramdefault, paramhelp, flags ) \
+ static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, flags );
+
+#define SHADER_PARAM_OVERRIDE( param, paramtype, paramdefault, paramhelp, flags ) \
+ static CShaderParam param( (ShaderMaterialVars_t) ::param, paramtype, paramdefault, paramhelp, flags );
+
+ // regarding the macro above: the "::" was added to the first argument in order to disambiguate it for GCC.
+ // for example, in cloak.cpp, this usage appears:
+ // SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ // which in turn tries to ask the compiler to instantiate an object like so:
+ // static CShaderParam COLOR( (ShaderMaterialVars_t)COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ // and GCC thinks that the reference to COLOR in the arg list is actually a reference to the object we're in the middle of making.
+ // and you get --> error: invalid cast from type ‘Cloak_DX90::CShaderParam’ to type ‘ShaderMaterialVars_t’
+ // Resolved: add the "::" so compiler knows that reference is to the enum, not to the name of the object being made.
+
+
+#define END_SHADER_PARAMS \
+ class CShader : public CBaseClass\
+ {\
+ public:
+
+#define END_SHADER }; \
+ static CShader s_ShaderInstance;\
+} // namespace
+
+
+#define SHADER_INIT \
+ char const* GetName() const \
+ { \
+ return s_Name; \
+ } \
+ int GetFlags() const \
+ { \
+ return s_nFlags; \
+ } \
+ int GetNumParams() const \
+ {\
+ return CBaseClass::GetNumParams() + s_ShaderParams.Count();\
+ }\
+ char const* GetParamName( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ return CBaseClass::GetParamName(param); \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetName(); \
+ }\
+ char const* GetParamHelp( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ { \
+ if ( !s_pShaderParamOverrides[param] ) \
+ return CBaseClass::GetParamHelp( param ); \
+ else \
+ return s_pShaderParamOverrides[param]->GetHelp(); \
+ } \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetHelp(); \
+ }\
+ ShaderParamType_t GetParamType( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ return CBaseClass::GetParamType( param ); \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetType(); \
+ }\
+ char const* GetParamDefault( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ { \
+ if ( !s_pShaderParamOverrides[param] ) \
+ return CBaseClass::GetParamDefault( param ); \
+ else \
+ return s_pShaderParamOverrides[param]->GetDefault(); \
+ } \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetDefault(); \
+ }\
+ int GetParamFlags( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ { \
+ if ( !s_pShaderParamOverrides[param] ) \
+ return CBaseClass::GetParamFlags( param ); \
+ else \
+ return s_pShaderParamOverrides[param]->GetFlags(); \
+ } \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetFlags(); \
+ }\
+ void OnInitShaderInstance( IMaterialVar **params, IShaderInit *pShaderInit, const char *pMaterialName )
+
+#define SHADER_DRAW \
+ void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
+
+#define SHADOW_STATE if (pShaderShadow)
+#define DYNAMIC_STATE if (pShaderAPI)
+
+#define ShaderWarning if (pShaderShadow) Warning
+
+//-----------------------------------------------------------------------------
+// Used to easily define a shader which *always* falls back
+//-----------------------------------------------------------------------------
+#define DEFINE_FALLBACK_SHADER( _shadername, _fallbackshadername ) \
+ BEGIN_SHADER( _shadername, "" ) \
+ BEGIN_SHADER_PARAMS \
+ END_SHADER_PARAMS \
+ SHADER_FALLBACK { return #_fallbackshadername; } \
+ SHADER_INIT {} \
+ SHADER_DRAW {} \
+ END_SHADER
+
+
+//-----------------------------------------------------------------------------
+// Used to easily define a shader which inherits from another shader
+//-----------------------------------------------------------------------------
+
+// FIXME: There's a compiler bug preventing this from working.
+// Maybe it'll work under VC7!
+
+//#define BEGIN_INHERITED_SHADER( name, _baseclass, help ) \
+// namespace _baseclass \
+// {\
+// __BEGIN_SHADER_INTERNAL( _baseclass::CShader, name, help )
+
+//#define END_INHERITED_SHADER END_SHADER }
+
+//#define CHAIN_SHADER_INIT_PARAMS() CBaseClass::OnInitShaderParams( params, pMaterialName )
+//#define CHAIN_SHADER_FALLBACK() CBaseClass::GetFallbackShader( params )
+//#define CHAIN_SHADER_INIT() CBaseClass::OnInitShaderInstance( params, pShaderInit, pMaterialName )
+//#define CHAIN_SHADER_DRAW() CBaseClass::OnDrawElements( params, pShaderShadow, pShaderAPI )
+
+// A dumbed-down version which does what I need now which works
+// This version doesn't allow you to do chain *anything* down to the base class
+#define BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, _flags ) \
+ namespace _base\
+ {\
+ namespace _name\
+ {\
+ static const char *s_Name = #_name; \
+ static const char *s_HelpString = _help;\
+ static int s_nFlags = _flags;\
+ class CShader : public _base::CShader\
+ {\
+ public:\
+ char const* GetName() const \
+ { \
+ return s_Name; \
+ } \
+ int GetFlags() const \
+ { \
+ return s_nFlags; \
+ }
+
+#define BEGIN_INHERITED_SHADER( _name, _base, _help ) BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, 0 )
+#define END_INHERITED_SHADER END_SHADER }
+
+// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
+#define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \
+ int declaredynpixshader_ ## shader ## _missingcurlybraces = 0; \
+ declaredynpixshader_ ## shader ## _missingcurlybraces = declaredynpixshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Dynamic_Index _pshIndex; \
+ int psh ## shader = 0
+
+// vsh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_VERTEX_SHADER
+#define DECLARE_DYNAMIC_VERTEX_SHADER( shader ) \
+ int declaredynvertshader_ ## shader ## _missingcurlybraces = 0; \
+ declaredynvertshader_ ## shader ## _missingcurlybraces = declaredynvertshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Dynamic_Index _vshIndex; \
+ int vsh ## shader = 0
+
+
+// psh ## shader is used here to generate a warning if you don't ever call SET_STATIC_PIXEL_SHADER
+#define DECLARE_STATIC_PIXEL_SHADER( shader ) \
+ int declarestaticpixshader_ ## shader ## _missingcurlybraces = 0; \
+ declarestaticpixshader_ ## shader ## _missingcurlybraces = declarestaticpixshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Static_Index _pshIndex; \
+ int psh ## shader = 0
+
+// vsh ## shader is used here to generate a warning if you don't ever call SET_STATIC_VERTEX_SHADER
+#define DECLARE_STATIC_VERTEX_SHADER( shader ) \
+ int declarestaticvertshader_ ## shader ## _missingcurlybraces = 0; \
+ declarestaticvertshader_ ## shader ## _missingcurlybraces = declarestaticvertshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Static_Index _vshIndex; \
+ int vsh ## shader = 0
+
+
+// psh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_DYNAMIC_PIXEL_SHADER block.
+#define SET_DYNAMIC_PIXEL_SHADER_COMBO( var, val ) \
+ int dynpixshadercombo_ ## var ## _missingcurlybraces = 0; \
+ dynpixshadercombo_ ## var ## _missingcurlybraces = dynpixshadercombo_ ## var ## _missingcurlybraces; \
+ _pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
+ int psh_forgot_to_set_dynamic_ ## var = 0
+
+// vsh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_DYNAMIC_VERTEX_SHADER block.
+#define SET_DYNAMIC_VERTEX_SHADER_COMBO( var, val ) \
+ int dynvertshadercombo_ ## var ## _missingcurlybraces = 0; \
+ dynvertshadercombo_ ## var ## _missingcurlybraces = dynvertshadercombo_ ## var ## _missingcurlybraces; \
+ _vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
+ int vsh_forgot_to_set_dynamic_ ## var = 0
+
+
+// psh_forgot_to_set_static_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_STATIC_PIXEL_SHADER block.
+#define SET_STATIC_PIXEL_SHADER_COMBO( var, val ) \
+ int staticpixshadercombo_ ## var ## _missingcurlybraces = 0; \
+ staticpixshadercombo_ ## var ## _missingcurlybraces = staticpixshadercombo_ ## var ## _missingcurlybraces; \
+ _pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS stat var %s = %d (%s)", #var, (int) val, #val );}; \
+ int psh_forgot_to_set_static_ ## var = 0
+
+// vsh_forgot_to_set_static_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_STATIC_VERTEX_SHADER block.
+#define SET_STATIC_VERTEX_SHADER_COMBO( var, val ) \
+ int staticvertshadercombo_ ## var ## _missingcurlybraces = 0; \
+ staticvertshadercombo_ ## var ## _missingcurlybraces = staticvertshadercombo_ ## var ## _missingcurlybraces; \
+ _vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS stat var %s = %d (%s)", #var, (int) val, #val );}; \
+ int vsh_forgot_to_set_static_ ## var = 0
+
+
+// psh_testAllCombos adds up all of the psh_forgot_to_set_dynamic_ ## var's from
+// SET_DYNAMIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
+// psh_testAllCombos is set to itself to avoid an unused variable warning.
+// psh ## shader being set to itself ensures that DECLARE_DYNAMIC_PIXEL_SHADER
+// was called for this particular shader.
+#define SET_DYNAMIC_PIXEL_SHADER( shader ) \
+ int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
+ int psh_testAllCombos = shaderDynamicTest_ ## shader; \
+ psh_testAllCombos = psh_testAllCombos; \
+ psh ## shader = psh ## shader; \
+ pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() )
+
+#define SET_DYNAMIC_PIXEL_SHADER_CMD( cmdstream, shader ) \
+ int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
+ int psh_testAllCombos = shaderDynamicTest_ ## shader; \
+ psh_testAllCombos = psh_testAllCombos; \
+ psh ## shader = psh ## shader; \
+ cmdstream.SetPixelShaderIndex( _pshIndex.GetIndex() )
+
+
+// vsh_testAllCombos adds up all of the vsh_forgot_to_set_dynamic_ ## var's from
+// SET_DYNAMIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
+// vsh_testAllCombos is set to itself to avoid an unused variable warning.
+// vsh ## shader being set to itself ensures that DECLARE_DYNAMIC_VERTEX_SHADER
+// was called for this particular shader.
+#define SET_DYNAMIC_VERTEX_SHADER( shader ) \
+ int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
+ int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
+ vsh_testAllCombos = vsh_testAllCombos; \
+ vsh ## shader = vsh ## shader; \
+ pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() )
+
+#define SET_DYNAMIC_VERTEX_SHADER_CMD( cmdstream, shader ) \
+ int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
+ int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
+ vsh_testAllCombos = vsh_testAllCombos; \
+ vsh ## shader = vsh ## shader; \
+ cmdstream.SetVertexShaderIndex( _vshIndex.GetIndex() )
+
+
+// psh_testAllCombos adds up all of the psh_forgot_to_set_static_ ## var's from
+// SET_STATIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
+// psh_testAllCombos is set to itself to avoid an unused variable warning.
+// psh ## shader being set to itself ensures that DECLARE_STATIC_PIXEL_SHADER
+// was called for this particular shader.
+#define SET_STATIC_PIXEL_SHADER( shader ) \
+ int staticpixshader_ ## shader ## _missingcurlybraces = 0; \
+ staticpixshader_ ## shader ## _missingcurlybraces = staticpixshader_ ## shader ## _missingcurlybraces; \
+ int psh_testAllCombos = shaderStaticTest_ ## shader; \
+ psh_testAllCombos = psh_testAllCombos; \
+ psh ## shader = psh ## shader; \
+ pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() )
+
+// vsh_testAllCombos adds up all of the vsh_forgot_to_set_static_ ## var's from
+// SET_STATIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
+// vsh_testAllCombos is set to itself to avoid an unused variable warning.
+// vsh ## shader being set to itself ensures that DECLARE_STATIC_VERTEX_SHADER
+// was called for this particular shader.
+#define SET_STATIC_VERTEX_SHADER( shader ) \
+ int staticvertshader_ ## shader ## _missingcurlybraces = 0; \
+ staticvertshader_ ## shader ## _missingcurlybraces = staticvertshader_ ## shader ## _missingcurlybraces; \
+ int vsh_testAllCombos = shaderStaticTest_ ## shader; \
+ vsh_testAllCombos = vsh_testAllCombos; \
+ vsh ## shader = vsh ## shader; \
+ pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
+
+#endif // CSHADER_H
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