+
+// non-degradable "lightweight" shader parameters to keep the permutations simpler
+// these can NOT degrade! only use for simple stuff
+enum
+{
+ SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
+ SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+ SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
+ SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
+ SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
+ SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
+};
+#define SHADERSTATICPARMS_COUNT 6
+
+static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
+static int shaderstaticparms_count = 0;
+
+static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
+#define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
+qboolean R_CompileShader_CheckStaticParms(void)
+{
+ static int r_compileshader_staticparms_save[1];
+ memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
+ memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
+
+ // detect all
+ if (r_glsl_saturation_redcompensate.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
+ if (r_shadow_glossexact.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
+ if (r_glsl_postprocess.integer)
+ {
+ if (r_glsl_postprocess_uservec1_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
+ if (r_glsl_postprocess_uservec2_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
+ if (r_glsl_postprocess_uservec3_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
+ if (r_glsl_postprocess_uservec4_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
+ }
+ return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
+}
+
+#define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
+ if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
+ shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
+ else \
+ shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
+void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+{
+ shaderstaticparms_count = 0;
+
+ // emit all
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
+}
+