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