1
0
forked from 0ad/0ad
0ad/source/ps/CStrInternStatic.h
vladislavbelov e3f46bb809 Adds compute shaders support and scaling with FSR.
Fixes #6842

Comments By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D5218
This was SVN commit r28010.
2024-01-17 19:40:27 +00:00

203 lines
3.7 KiB
C

/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// This file defines global CStrIntern variables, to avoid the cost of
// constructing CStrInterns frequently at runtime.
//
// A line like
// X(foo)
// defines a variable str_foo with value "foo".
//
// A line like
// X2(foo_0, "foo[0]")
// defines a variable str_foo_0 with value "foo[0]".
// For direct inclusion, we presumably just want the extern definitions.
#ifndef X
#include "CStrIntern.h"
#define X(id) extern CStrIntern str_##id;
#define X2(id, str) extern CStrIntern str_##id;
#endif
X(0)
X(1)
X(2)
X(3)
X(4)
X(ALPHABLEND_PASS_BLEND)
X(ALPHABLEND_PASS_OPAQUE)
X(BLEND)
X(BLOOM_NOP)
X(BLOOM_PASS_H)
X(BLOOM_PASS_V)
X(DECAL)
X(DISABLE_RECEIVE_SHADOWS)
X(IGNORE_LOS)
X(MINIMAP_BASE)
X(MINIMAP_POINT)
X(MODE_SHADOWCAST)
X(MODE_SILHOUETTEDISPLAY)
X(MODE_SILHOUETTEOCCLUDER)
X(MODE_WIREFRAME)
X(MODE_WIREFRAME_SOLID)
X(PASS_REFLECTIONS)
X(PASS_REFRACTIONS)
X(PASS_SHADOWS)
X(RENDER_DEBUG_MODE)
X(RENDER_DEBUG_MODE_AO)
X(RENDER_DEBUG_MODE_ALPHA)
X(RENDER_DEBUG_MODE_CUSTOM)
X(RENDER_DEBUG_MODE_NONE)
X(SHADOWS_CASCADE_COUNT)
X(USE_DESCRIPTOR_INDEXING)
X(USE_FANCY_EFFECTS)
X(USE_FP_SHADOW)
X(USE_GPU_INSTANCING)
X(USE_GPU_SKINNING)
X(USE_INSTANCING)
X(USE_NORMALS)
X(USE_OBJECTCOLOR)
X(USE_REAL_DEPTH)
X(USE_REFLECTION)
X(USE_REFRACTION)
X(USE_SHADOW)
X(USE_SHADOW_PCF)
X(USE_SHADOW_SAMPLER)
X(USE_FOG)
X(WATERTYPE_CLAP)
X(WATERTYPE_LAKE)
X2(_emptystring, "")
X(a_apexPosition)
X(a_otherPosition)
X(a_retreatPosition)
X(a_skinJoints)
X(a_skinWeights)
X(a_splashPosition)
X(a_tangent)
X(a_waterInfo)
X(ambient)
X(baseTex)
X(blendTex)
X(bloom)
X(blurTex2)
X(blurTex4)
X(blurTex8)
X(brightness)
X(cameraForward)
X(cameraPos)
X(canvas2d)
X(color)
X(colorAdd)
X(colorMul)
X(compute_rcas)
X(compute_upscale_fsr)
X(debug_line)
X(debug_overlay)
X(delta)
X(depthTex)
X(dummy)
X(foamTex)
X(fogColor)
X(fogParams)
X(foreground_overlay)
X(fxaa)
X(grayscaleFactor)
X(hdr)
X(height)
X(instancingTransform)
X(inTex)
X(losTex)
X(losTex1)
X(losTex2)
X(losTransform)
X(los_interp)
X(mapSize)
X(maskTex)
X(maskTextureTransform)
X(minimap)
X(minimap_los)
X(modelViewMatrix)
X(murkiness)
X(normalMap)
X(normalMap2)
X(objectColor)
X(overlay_line)
X(overlay_solid)
X(outTex)
X(particle_add)
X(particle_multiply)
X(particle_overlay)
X(particle_solid)
X(particle_subtract)
X(playerColor)
X(projInvTransform)
X(qualityLevel)
X(reflectionMap)
X(reflectionMatrix)
X(refractionMap)
X(refractionMatrix)
X(renderedTex)
X(repeatScale)
X2(sans_10, "sans-10");
X(saturation)
X(screenSize)
X(shadingColor)
X(shadowDistance)
X(shadowDistances)
X(shadowScale)
X(shadowTex)
X(shadowTransform)
X(shadowTransforms)
X(sharpness)
X(skinBlendMatrices)
X(skyBoxRot)
X(skyCube)
X(sky_simple)
X(solid)
X(sunColor)
X(sunDir)
X(terrain_base)
X(terrain_blend)
X(terrain_decal)
X(terrain_solid)
X(tex)
X(texSize)
X(textureTransform)
X(time)
X(tint)
X(transform)
X(translation)
X(upscale_bilinear)
X(upscale_nearest)
X(viewInvTransform)
X(water_high)
X(water_simple)
X(water_waves)
X(waterEffectsTex)
X(waterTex)
X(waveTex)
X(waviness)
X(waveParams1)
X(waveParams2)
X(width)
X(windAngle)
X(zFar)
X(zNear)
#undef X
#undef X2