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-rw-r--r--src/shaders/out/d3d11/CoarseAO_PS.h72
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
+};
+
+};