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456 lines
18 KiB
456 lines
18 KiB
5 years ago
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//========= 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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#include "BaseVSShader.h"
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#include "compositor_ps20.inc"
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#include "compositor_ps20b.inc"
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#include "materialsystem/combineoperations.h"
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#include "tier0/memdbgon.h"
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struct CompositorInfo_t
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{
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static const int cTextureCount = 4;
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static const int cSelectorCount = 16;
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CompositorInfo_t( ) { memset( this, -1, sizeof( *this ) ); }
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int m_nCombineMode;
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int m_nTextureInputCount;
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int m_nTexTransform[ cTextureCount ];
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int m_nTexAdjustLevels[ cTextureCount ];
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int m_nSrcTexture[ cTextureCount ];
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int m_nSelector[ cSelectorCount ];
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int m_nTexturesPerPass;
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int m_bDebug;
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};
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#ifdef STAGING_ONLY
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ConVar r_texcomp_debug_stickers( "r_texcomp_debug_stickers", "0" );
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#endif
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static void DrawCompositorStage_ps20( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info );
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static void DrawCompositorStage_ps20b( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info );
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BEGIN_VS_SHADER( Compositor, "Help for Compositor" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( COMBINE_MODE, SHADER_PARAM_TYPE_INTEGER, "", "Which mode should the combiner operate in? 0: Mul, 1: Add, 2: Lerp, 3: Select" )
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SHADER_PARAM( TEXTUREINPUTCOUNT, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( TEXTRANSFORM0, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
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SHADER_PARAM( TEXTRANSFORM1, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
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SHADER_PARAM( TEXTRANSFORM2, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
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SHADER_PARAM( TEXTRANSFORM3, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
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SHADER_PARAM( TEXADJUSTLEVELS0, SHADER_PARAM_TYPE_VEC3, "", "" )
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SHADER_PARAM( TEXADJUSTLEVELS1, SHADER_PARAM_TYPE_VEC3, "", "" )
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SHADER_PARAM( TEXADJUSTLEVELS2, SHADER_PARAM_TYPE_VEC3, "", "" )
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SHADER_PARAM( TEXADJUSTLEVELS3, SHADER_PARAM_TYPE_VEC3, "", "" )
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SHADER_PARAM( SRCTEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SRCTEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SRCTEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SRCTEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SELECTOR0, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR1, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR2, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR3, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR4, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR5, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR6, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR7, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR8, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR9, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR10, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR11, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR12, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR13, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR14, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( SELECTOR15, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( DEBUG_MODE, SHADER_PARAM_TYPE_BOOL, "", "" )
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END_SHADER_PARAMS
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void SetupVarsCompositorInfo( CompositorInfo_t* pOutInfo )
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{
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Assert( pOutInfo != NULL );
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( *pOutInfo ).m_nCombineMode = COMBINE_MODE;
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( *pOutInfo ).m_nTextureInputCount = TEXTUREINPUTCOUNT;
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( *pOutInfo ).m_nTexTransform[ 0 ] = TEXTRANSFORM0;
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( *pOutInfo ).m_nTexTransform[ 1 ] = TEXTRANSFORM1;
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( *pOutInfo ).m_nTexTransform[ 2 ] = TEXTRANSFORM2;
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( *pOutInfo ).m_nTexTransform[ 3 ] = TEXTRANSFORM3;
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( *pOutInfo ).m_nTexAdjustLevels[ 0 ] = TEXADJUSTLEVELS0;
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( *pOutInfo ).m_nTexAdjustLevels[ 1 ] = TEXADJUSTLEVELS1;
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( *pOutInfo ).m_nTexAdjustLevels[ 2 ] = TEXADJUSTLEVELS2;
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( *pOutInfo ).m_nTexAdjustLevels[ 3 ] = TEXADJUSTLEVELS3;
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( *pOutInfo ).m_nSrcTexture[ 0 ] = SRCTEXTURE0;
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( *pOutInfo ).m_nSrcTexture[ 1 ] = SRCTEXTURE1;
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( *pOutInfo ).m_nSrcTexture[ 2 ] = SRCTEXTURE2;
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( *pOutInfo ).m_nSrcTexture[ 3 ] = SRCTEXTURE3;
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( *pOutInfo ).m_nSelector[ 0 ] = SELECTOR0;
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( *pOutInfo ).m_nSelector[ 1 ] = SELECTOR1;
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( *pOutInfo ).m_nSelector[ 2 ] = SELECTOR2;
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( *pOutInfo ).m_nSelector[ 3 ] = SELECTOR3;
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( *pOutInfo ).m_nSelector[ 4 ] = SELECTOR4;
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( *pOutInfo ).m_nSelector[ 5 ] = SELECTOR5;
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( *pOutInfo ).m_nSelector[ 6 ] = SELECTOR6;
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( *pOutInfo ).m_nSelector[ 7 ] = SELECTOR7;
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( *pOutInfo ).m_nSelector[ 8 ] = SELECTOR8;
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( *pOutInfo ).m_nSelector[ 9 ] = SELECTOR9;
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( *pOutInfo ).m_nSelector[ 10 ] = SELECTOR10;
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( *pOutInfo ).m_nSelector[ 11 ] = SELECTOR11;
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( *pOutInfo ).m_nSelector[ 12 ] = SELECTOR12;
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( *pOutInfo ).m_nSelector[ 13 ] = SELECTOR13;
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( *pOutInfo ).m_nSelector[ 14 ] = SELECTOR14;
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( *pOutInfo ).m_nSelector[ 15 ] = SELECTOR15;
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( *pOutInfo ).m_bDebug = DEBUG_MODE;
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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( *pOutInfo).m_nTexturesPerPass = 4;
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else
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( *pOutInfo).m_nTexturesPerPass = 2;
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}
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SHADER_INIT
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{
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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}
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SHADER_DRAW
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{
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CompositorInfo_t info;
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SetupVarsCompositorInfo( &info );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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DrawCompositorStage_ps20b( this, params, pShaderShadow, pShaderAPI, vertexCompression, info );
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else
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DrawCompositorStage_ps20( this, params, pShaderShadow, pShaderAPI, vertexCompression, info );
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}
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END_SHADER
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static void DrawCompositorStage_common( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
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{
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int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
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SHADOW_STATE
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{
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pShader->SetInitialShadowState();
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// It's a quad, don't cull me bro.
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pShaderShadow->EnableCulling( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DISABLE );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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// In 2.0b shaders, we use the skin shader and alpha carries specular mask information--
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// so we need to write it
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// But with 2.0 shaders used by at least one customer in 2015, we fall back to
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// vertexlitgeneric and it doesn't do the same transforms as skin to the alpha shader
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// Since it won't be used anyways and it breaks the item model panel icons to write alpha
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// DON'T when we're running with 2.0 shaders.
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pShaderShadow->EnableAlphaWrites( g_pHardwareConfig->SupportsPixelShaders_2_b() );
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, nCombineMode != ECO_Select );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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pShaderShadow->SetVertexShader( "compositor_vs20", 0 );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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pShaderAPI->SetVertexShaderIndex( 0 );
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int textureCount = GetIntParam( info.m_nTextureInputCount, params );
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int textureCountThisPass = Min( textureCount, info.m_nTexturesPerPass );
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float f4TextureCountThisPass[] = { ( float ) textureCountThisPass, 0.0f, 0.0f, 0.0f };
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Assert( ARRAYSIZE( f4TextureCountThisPass ) == 4 );
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pShaderAPI->SetPixelShaderConstant( 6, f4TextureCountThisPass );
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if ( textureCountThisPass > 0 ) pShader->BindTexture( SHADER_SAMPLER0, info.m_nSrcTexture[0] );
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if ( textureCountThisPass > 0 ) pShader->SetVertexShaderMatrix2x4( 2, info.m_nTexTransform[0] );
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if ( nCombineMode == ECO_Select )
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{
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static const float cFac = 1.0f / 16.0f;
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float selectors[] =
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{
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cFac * GetIntParam( info.m_nSelector[ 0 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 1 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 2 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 3 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 4 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 5 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 6 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 7 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 8 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 9 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 10 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 11 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 12 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 13 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 14 ], params ),
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cFac * GetIntParam( info.m_nSelector[ 15 ], params )
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};
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pShaderAPI->SetPixelShaderConstant( 7, selectors, 4 );
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}
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}
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}
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// Helper function when using ps20 and performing multiply and add operations.
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static void DrawCompositorStage_ps20_muladdblend( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
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{
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int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
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SHADOW_STATE
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{
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{
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DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode );
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SET_STATIC_PIXEL_SHADER( compositor_ps20 );
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}
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pShader->Draw();
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// We can blend on top for second and subsequent writes.
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pShaderShadow->EnableBlending( true );
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if ( nCombineMode == ECO_Multiply )
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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else
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShader->Draw();
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}
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DYNAMIC_STATE
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{
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int textureCount = GetIntParam( info.m_nTextureInputCount, params );
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int textureCountThisPass = Min( textureCount, info.m_nTexturesPerPass );
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Assert( textureCount > 0 ); // Valid, but would be really weird.
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Assert( textureCountThisPass > 0 ); // That's bogus
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if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] );
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if ( textureCountThisPass > 1 ) pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 1 ] );
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if ( textureCountThisPass > 1 ) pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 1 ] );
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if ( textureCountThisPass > 1 ) pShader->SetPixelShaderConstantGammaToLinear( 3, info.m_nTexAdjustLevels[ 1 ] );
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
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SET_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
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}
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pShader->Draw();
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textureCountThisPass = Max( 0, textureCount - textureCountThisPass );
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Assert( textureCountThisPass <= info.m_nTexturesPerPass );
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float f4TextureCountThisPass[] = { (float)textureCountThisPass, 0.0f, 0.0f, 0.0f };
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Assert( ARRAYSIZE( f4TextureCountThisPass ) == 4 );
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pShaderAPI->SetPixelShaderConstant( 6, f4TextureCountThisPass );
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if ( textureCountThisPass > 0 ) pShader->BindTexture( SHADER_SAMPLER0, info.m_nSrcTexture[ 2 ] );
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if ( textureCountThisPass > 0 ) pShader->SetVertexShaderMatrix2x4( 2, info.m_nTexTransform[ 2 ] );
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if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 2 ] );
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if ( textureCountThisPass > 1 ) pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 3 ] );
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if ( textureCountThisPass > 1 ) pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 3 ] );
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if ( textureCountThisPass > 1 ) pShader->SetPixelShaderConstantGammaToLinear( 3, info.m_nTexAdjustLevels[ 3 ] );
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pShader->Draw( textureCountThisPass > 0 );
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}
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}
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// Helper function when using ps20 and performing lerp operations.
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static void DrawCompositorStage_ps20_lerp( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
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{
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SHADOW_STATE
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{
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{
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DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, ECO_Legacy_Lerp_FirstPass );
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SET_STATIC_PIXEL_SHADER( compositor_ps20 );
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}
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pShader->Draw();
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// We can blend on top for second write.
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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{
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DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, ECO_Legacy_Lerp_SecondPass );
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SET_STATIC_PIXEL_SHADER( compositor_ps20 );
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}
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pShader->Draw();
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}
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DYNAMIC_STATE
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{
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Assert( GetIntParam( info.m_nTextureInputCount, params ) == 3 );
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pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] );
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 2 ] );
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pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 2 ] );
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pShader->SetPixelShaderConstantGammaToLinear( 3, info.m_nTexAdjustLevels[ 2 ] );
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
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SET_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
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}
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pShader->Draw();
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nSrcTexture[ 1 ] );
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pShader->SetVertexShaderMatrix2x4( 2, info.m_nTexTransform[ 1 ] );
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pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 1 ] );
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||
|
|
||
|
pShader->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Helper function when using ps20 and performing lerp operations.
|
||
|
static void DrawCompositorStage_ps20_select( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
||
|
{
|
||
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
||
|
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode );
|
||
|
SET_STATIC_PIXEL_SHADER( compositor_ps20 );
|
||
|
}
|
||
|
pShader->Draw();
|
||
|
}
|
||
|
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
Assert( GetIntParam( info.m_nTextureInputCount, params ) == 1 );
|
||
|
|
||
|
pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] );
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
||
|
}
|
||
|
pShader->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void DrawCompositorStage_ps20( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
||
|
{
|
||
|
DrawCompositorStage_common( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
||
|
|
||
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
||
|
|
||
|
switch ( nCombineMode )
|
||
|
{
|
||
|
case ECO_Multiply:
|
||
|
case ECO_Add:
|
||
|
case ECO_Blend:
|
||
|
DrawCompositorStage_ps20_muladdblend( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
||
|
return;
|
||
|
case ECO_Lerp:
|
||
|
DrawCompositorStage_ps20_lerp( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
||
|
return;
|
||
|
case ECO_Select:
|
||
|
DrawCompositorStage_ps20_select( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
||
|
return;
|
||
|
default:
|
||
|
Assert( !"Need to update DrawCompositoreStage_ps20 with how to draw this mode." );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void DrawCompositorStage_ps20b( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
||
|
{
|
||
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
||
|
|
||
|
DrawCompositorStage_common( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
||
|
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );
|
||
|
|
||
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20b );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode );
|
||
|
SET_STATIC_PIXEL_SHADER( compositor_ps20b );
|
||
|
|
||
|
pShader->Draw();
|
||
|
}
|
||
|
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
int textureCount = GetIntParam( info.m_nTextureInputCount, params );
|
||
|
int textureCountThisPass = Min( textureCount, info.m_nTexturesPerPass );
|
||
|
Assert( textureCount > 0 ); // Valid, but would be really weird.
|
||
|
Assert( textureCountThisPass > 0 ); // That's bogus
|
||
|
|
||
|
// Slot 0 is mostly already handled by common
|
||
|
if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstant( 2, info.m_nTexAdjustLevels[ 0 ] );
|
||
|
|
||
|
if ( textureCountThisPass > 1 ) pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 1 ] );
|
||
|
if ( textureCountThisPass > 1 ) pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 1 ] );
|
||
|
if ( textureCountThisPass > 1 ) pShader->SetPixelShaderConstant( 3, info.m_nTexAdjustLevels[ 1 ] );
|
||
|
|
||
|
if ( textureCountThisPass > 2 ) pShader->BindTexture( SHADER_SAMPLER2, info.m_nSrcTexture[ 2 ] );
|
||
|
if ( textureCountThisPass > 2 ) pShader->SetVertexShaderMatrix2x4( 6, info.m_nTexTransform[ 2 ] );
|
||
|
if ( textureCountThisPass > 2 ) pShader->SetPixelShaderConstant( 4, info.m_nTexAdjustLevels[ 2 ] );
|
||
|
|
||
|
if ( textureCountThisPass > 3 ) pShader->BindTexture( SHADER_SAMPLER3, info.m_nSrcTexture[ 3 ] );
|
||
|
if ( textureCountThisPass > 3 ) pShader->SetVertexShaderMatrix2x4( 8, info.m_nTexTransform[ 3 ] );
|
||
|
if ( textureCountThisPass > 3 ) pShader->SetPixelShaderConstant( 5, info.m_nTexAdjustLevels[ 3 ] );
|
||
|
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20b );
|
||
|
#ifdef STAGING_ONLY
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, r_texcomp_debug_stickers.GetBool() ? 1 : 0 );
|
||
|
#else
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
|
||
|
#endif
|
||
|
SET_DYNAMIC_PIXEL_SHADER( compositor_ps20b );
|
||
|
|
||
|
pShader->Draw();
|
||
|
}
|
||
|
}
|
||
|
|