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455 lines
18 KiB
455 lines
18 KiB
//========= 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(); |
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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_select( 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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} |
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DYNAMIC_STATE |
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{ |
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Assert( GetIntParam( info.m_nTextureInputCount, params ) == 1 ); |
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pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] ); |
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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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} |
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} |
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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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{ |
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DrawCompositorStage_common( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info ); |
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int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue(); |
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switch ( nCombineMode ) |
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{ |
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case ECO_Multiply: |
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case ECO_Add: |
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case ECO_Blend: |
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DrawCompositorStage_ps20_muladdblend( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info ); |
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return; |
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case ECO_Lerp: |
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DrawCompositorStage_ps20_lerp( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info ); |
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return; |
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case ECO_Select: |
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DrawCompositorStage_ps20_select( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info ); |
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return; |
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default: |
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Assert( !"Need to update DrawCompositoreStage_ps20 with how to draw this mode." ); |
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break; |
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} |
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} |
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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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{ |
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int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue(); |
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DrawCompositorStage_common( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info ); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); |
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DECLARE_STATIC_PIXEL_SHADER( compositor_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode ); |
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SET_STATIC_PIXEL_SHADER( compositor_ps20b ); |
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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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// Slot 0 is mostly already handled by common |
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if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstant( 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->SetPixelShaderConstant( 3, info.m_nTexAdjustLevels[ 1 ] ); |
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if ( textureCountThisPass > 2 ) pShader->BindTexture( SHADER_SAMPLER2, info.m_nSrcTexture[ 2 ] ); |
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if ( textureCountThisPass > 2 ) pShader->SetVertexShaderMatrix2x4( 6, info.m_nTexTransform[ 2 ] ); |
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if ( textureCountThisPass > 2 ) pShader->SetPixelShaderConstant( 4, info.m_nTexAdjustLevels[ 2 ] ); |
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if ( textureCountThisPass > 3 ) pShader->BindTexture( SHADER_SAMPLER3, info.m_nSrcTexture[ 3 ] ); |
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if ( textureCountThisPass > 3 ) pShader->SetVertexShaderMatrix2x4( 8, info.m_nTexTransform[ 3 ] ); |
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if ( textureCountThisPass > 3 ) pShader->SetPixelShaderConstant( 5, info.m_nTexAdjustLevels[ 3 ] ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20b ); |
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#ifdef STAGING_ONLY |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, r_texcomp_debug_stickers.GetBool() ? 1 : 0 ); |
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#else |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 ); |
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#endif |
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SET_DYNAMIC_PIXEL_SHADER( compositor_ps20b ); |
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pShader->Draw(); |
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} |
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} |
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