hl2_src-leak-2017/src/materialsystem/stdshaders/fillrate.cpp

252 lines
6.6 KiB
C++

//========= 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