//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Replaces 360 missing StretchRect() functionality. // //============================================================================= #include "BaseVSShader.h" #include "rendertargetblit_vs20.inc" #include "rendertargetblit_ps20.inc" #include "rendertargetblit_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( RenderTargetBlit_X360, "", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { if ( !params[BASETEXTURE]->IsDefined() ) { params[BASETEXTURE]->SetStringValue( "_rt_FullFrameFB" ); } } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); pShaderShadow->EnableSRGBWrite( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); pShaderShadow->EnableCulling( false ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( rendertargetblit_vs20 ); SET_STATIC_VERTEX_SHADER( rendertargetblit_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20b ); SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20 ); SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); DECLARE_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 ); SET_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b ); SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 ); SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 ); } } Draw(); } END_SHADER