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//! 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 CopyDepth_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
};
};
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