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251 lines
6.6 KiB
251 lines
6.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing. |
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#ifdef USE_NEW_SHADER |
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#include "fillrate_vs11.inc" |
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#include "fillrate_ps11.inc" |
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#include "fillrate_vs20.inc" |
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#include "fillrate_ps20.inc" |
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#include "fillrate_ps20b.inc" |
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#else |
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#include "fillrate.inc" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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BEGIN_VS_SHADER_FLAGS( Fillrate, "Help for Fillrate", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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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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return 0; |
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} |
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SHADER_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableDepthTest( false ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 ); |
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SET_STATIC_VERTEX_SHADER( fillrate_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b ); |
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SET_STATIC_PIXEL_SHADER( fillrate_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 ); |
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SET_STATIC_PIXEL_SHADER( fillrate_ps20 ); |
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} |
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} |
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else |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs11 ); |
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SET_STATIC_VERTEX_SHADER( fillrate_vs11 ); |
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps11 ); |
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SET_STATIC_PIXEL_SHADER( fillrate_ps11 ); |
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} |
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#else |
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fillrate_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "fillrate", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "fillrate" ); |
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#endif |
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} |
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DYNAMIC_STATE |
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{ |
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int numPasses = params[PASSCOUNT]->GetIntValue(); |
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float color[4]; |
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if (g_pConfig->bMeasureFillRate) |
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{ |
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// have to multiply by 2/255 since pixel shader constant are 1.7. |
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// Will divide the 2 out in the pixel shader. |
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color[0] = numPasses * ( 2.0f / 255.0f ); |
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} |
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else |
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{ |
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color[0] = ( 16 * numPasses ) * ( 2.0f / 255.0f ); |
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} |
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color[1] = 0.0f; |
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color[2] = 0.0f; |
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color[3] = 0.0f; |
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 ); |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); |
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} |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs11 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs11 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); |
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); |
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} |
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#else |
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fillrate_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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#endif |
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} |
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Draw(); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableDepthTest( false ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 ); |
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SET_STATIC_VERTEX_SHADER( fillrate_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b ); |
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SET_STATIC_PIXEL_SHADER( fillrate_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 ); |
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SET_STATIC_PIXEL_SHADER( fillrate_ps20 ); |
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} |
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} |
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else |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs11 ); |
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SET_STATIC_VERTEX_SHADER( fillrate_vs11 ); |
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps11 ); |
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SET_STATIC_PIXEL_SHADER( fillrate_ps11 ); |
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} |
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#else |
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fillrate_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "fillrate", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "fillrate" ); |
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#endif |
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} |
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DYNAMIC_STATE |
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{ |
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float color[4] = { 0.0f, 0.05f, 0.05f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 ); |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); |
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} |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs11 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs11 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); |
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); |
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} |
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#else |
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fillrate_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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#endif |
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} |
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Draw(); |
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} |
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END_SHADER |
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