//! This file was auto-generated. Do not modify manually. #pragma once namespace Generated { namespace ShaderPermutations { #ifndef RESOLVE_DEPTH_DEFINED #define RESOLVE_DEPTH_DEFINED enum RESOLVE_DEPTH { RESOLVE_DEPTH_0, RESOLVE_DEPTH_1, RESOLVE_DEPTH_COUNT, }; #endif #ifndef DEPTH_LAYER_COUNT_DEFINED #define DEPTH_LAYER_COUNT_DEFINED enum DEPTH_LAYER_COUNT { DEPTH_LAYER_COUNT_1, DEPTH_LAYER_COUNT_2, DEPTH_LAYER_COUNT_COUNT, }; #endif }; struct LinearizeDepth_PS { void Create(DevicePointer Device); void Release(DevicePointer Device); PixelShader& Get(ShaderPermutations::RESOLVE_DEPTH A, ShaderPermutations::DEPTH_LAYER_COUNT B) { return m_Shader[A][B]; } private: PixelShader m_Shader[ShaderPermutations::RESOLVE_DEPTH_COUNT][ShaderPermutations::DEPTH_LAYER_COUNT_COUNT]; #if _WIN32 static_assert(ShaderPermutations::RESOLVE_DEPTH_COUNT == 2, ""); static_assert(ShaderPermutations::DEPTH_LAYER_COUNT_COUNT == 2, ""); #endif }; };