diff options
Diffstat (limited to 'src/shaders/out/d3d11/CoarseAO_PS.h')
| -rw-r--r-- | src/shaders/out/d3d11/CoarseAO_PS.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/src/shaders/out/d3d11/CoarseAO_PS.h b/src/shaders/out/d3d11/CoarseAO_PS.h new file mode 100644 index 0000000..3b3b104 --- /dev/null +++ b/src/shaders/out/d3d11/CoarseAO_PS.h @@ -0,0 +1,72 @@ +//! This file was auto-generated. Do not modify manually. +#pragma once + +namespace Generated +{ + +namespace ShaderPermutations +{ + +#ifndef ENABLE_FOREGROUND_AO_DEFINED +#define ENABLE_FOREGROUND_AO_DEFINED + enum ENABLE_FOREGROUND_AO + { + ENABLE_FOREGROUND_AO_0, + ENABLE_FOREGROUND_AO_1, + ENABLE_FOREGROUND_AO_COUNT, + }; +#endif + +#ifndef ENABLE_BACKGROUND_AO_DEFINED +#define ENABLE_BACKGROUND_AO_DEFINED + enum ENABLE_BACKGROUND_AO + { + ENABLE_BACKGROUND_AO_0, + ENABLE_BACKGROUND_AO_1, + ENABLE_BACKGROUND_AO_COUNT, + }; +#endif + +#ifndef ENABLE_DEPTH_THRESHOLD_DEFINED +#define ENABLE_DEPTH_THRESHOLD_DEFINED + enum ENABLE_DEPTH_THRESHOLD + { + ENABLE_DEPTH_THRESHOLD_0, + ENABLE_DEPTH_THRESHOLD_1, + ENABLE_DEPTH_THRESHOLD_COUNT, + }; +#endif + +#ifndef FETCH_GBUFFER_NORMAL_DEFINED +#define FETCH_GBUFFER_NORMAL_DEFINED + enum FETCH_GBUFFER_NORMAL + { + FETCH_GBUFFER_NORMAL_0, + FETCH_GBUFFER_NORMAL_1, + FETCH_GBUFFER_NORMAL_2, + FETCH_GBUFFER_NORMAL_COUNT, + }; +#endif + +}; + +struct CoarseAO_PS +{ + void Create(DevicePointer Device); + void Release(DevicePointer Device); + PixelShader& Get(ShaderPermutations::ENABLE_FOREGROUND_AO A, ShaderPermutations::ENABLE_BACKGROUND_AO B, ShaderPermutations::ENABLE_DEPTH_THRESHOLD C, ShaderPermutations::FETCH_GBUFFER_NORMAL D) + { + return m_Shader[A][B][C][D]; + } + +private: + PixelShader m_Shader[ShaderPermutations::ENABLE_FOREGROUND_AO_COUNT][ShaderPermutations::ENABLE_BACKGROUND_AO_COUNT][ShaderPermutations::ENABLE_DEPTH_THRESHOLD_COUNT][ShaderPermutations::FETCH_GBUFFER_NORMAL_COUNT]; +#if _WIN32 + static_assert(ShaderPermutations::ENABLE_FOREGROUND_AO_COUNT == 2, ""); + static_assert(ShaderPermutations::ENABLE_BACKGROUND_AO_COUNT == 2, ""); + static_assert(ShaderPermutations::ENABLE_DEPTH_THRESHOLD_COUNT == 2, ""); + static_assert(ShaderPermutations::FETCH_GBUFFER_NORMAL_COUNT == 3, ""); +#endif +}; + +}; |