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