utkutuzcu/tst / Engine /Shaders /CompilingShader-Definitions.usf
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/*=============================================================================
Definitions.usf: Defines undefined defines to 0 as Cg can't handle them.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
=============================================================================*/
#define GEMINI_TODO 0
#ifndef MATERIAL_TWOSIDED
#define MATERIAL_TWOSIDED 0
#endif
#ifndef MATERIALBLENDING_MASKED
#define MATERIALBLENDING_MASKED 0
#endif
#ifndef MATERIALBLENDING_TRANSLUCENT
#define MATERIALBLENDING_TRANSLUCENT 0
#endif
#ifndef MATERIALBLENDING_ADDITIVE
#define MATERIALBLENDING_ADDITIVE 0
#endif
#ifndef MATERIALBLENDING_MODULATE
#define MATERIALBLENDING_MODULATE 0
#endif
#ifndef MATERIAL_LIGHTINGMODEL_CUSTOM
#define MATERIAL_LIGHTINGMODEL_CUSTOM 0
#endif
#ifndef MATERIAL_LIGHTINGMODEL_NONDIRECTIONAL
#define MATERIAL_LIGHTINGMODEL_NONDIRECTIONAL 0
#endif
#ifndef MATERIAL_LIGHTINGMODEL_PHONG
#define MATERIAL_LIGHTINGMODEL_PHONG 0
#endif
#ifndef MATERIAL_LIGHTINGMODEL_CUSTOM
#define MATERIAL_LIGHTINGMODEL_CUSTOM 0
#endif
#ifndef MATERIAL_LIGHTINGMODEL_UNLIT
#define MATERIAL_LIGHTINGMODEL_UNLIT 0
#endif
#ifndef WORLD_COORDS
#define WORLD_COORDS 0
#endif
#ifndef WORLD_POS
#define WORLD_POS 0
#endif
#ifndef STATICLIGHTING_TEXTUREMASK
#define STATICLIGHTING_TEXTUREMASK 0
#endif
#ifndef STATICLIGHTING_VERTEXMASK
#define STATICLIGHTING_VERTEXMASK 0
#endif
#ifndef VERTEX_LIGHTMAP
#define VERTEX_LIGHTMAP 0
#endif
#ifndef TEXTURE_LIGHTMAP
#define TEXTURE_LIGHTMAP 0
#endif
#ifndef COMPILER_CG
#define COMPILER_CG 0
#endif
#ifndef COMPILER_HLSL
#define COMPILER_HLSL 0
#endif
#ifndef COMPILER_SUPPORTS_ATTRIBUTES
#define COMPILER_SUPPORTS_ATTRIBUTES 0
#endif
#ifndef SM2_PROFILE
#define SM2_PROFILE 0
#endif
#ifndef SM4_PROFILE
#define SM4_PROFILE 0
#endif
#ifndef PS3
#define PS3 0
#endif
#ifndef XBOX
#define XBOX 0
#endif
#ifndef NEEDS_LIGHTMAP_COORDINATE
#define NEEDS_LIGHTMAP_COORDINATE 0
#endif
#ifndef SUPPORTS_DEPTH_TEXTURES
#define SUPPORTS_DEPTH_TEXTURES 0
#endif
#ifndef USE_LENSFLARE
#define USE_LENSFLARE 0
#endif
#ifndef MATERIAL_USE_GAMMA_CORRECTION
#define MATERIAL_USE_GAMMA_CORRECTION 0
#endif
/**
* Right now (6/2008) only the Xbox compiler supports empty structs, but only as out parameters.
* We need to be able to use them as return values as well.
*/
#define COMPILER_SUPPORTS_EMPTY_STRUCTS 0
#if XBOX || SM4_PROFILE || COMPILER_SUPPORTS_ATTRIBUTES
/** Avoids flow control constructs. */
#define UNROLL [unroll]
/** Gives preference to flow control constructs. */
#define LOOP [loop]
/** Performs branching by using control flow instructions like jmp and label. */
#define BRANCH [branch]
/** Performs branching by using the cnd instructions. */
#define FLATTEN [flatten]
/** Executes the conditional part of an if statement when the condition is true for all threads on which the current shader is running. */
#define IFALL [ifAll]
/** Executes the conditional part of an if statement when the condition is true for any thread on which the current shader is running. */
#define IFANY [ifAny]
#else
#define UNROLL
#define LOOP
#define BRANCH
#define FLATTEN
#define IFALL
#define IFANY
#endif
#if XBOX
/** Optimizes the specified HLSL code independently of the surrounding code. */
#define ISOLATE [isolate]
#else
/** Not supported on other platforms */
#define ISOLATE
#endif

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