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Update from SDK 2013
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committed by
Nicholas Hastings

parent
e0e01948b8
commit
ebd971b421
83
materialsystem/stdshaders/rendertargetblit_x360.cpp
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83
materialsystem/stdshaders/rendertargetblit_x360.cpp
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@ -0,0 +1,83 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Replaces 360 missing StretchRect() functionality.
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//
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//=============================================================================
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#include "BaseVSShader.h"
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#include "rendertargetblit_vs20.inc"
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#include "rendertargetblit_ps20.inc"
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#include "rendertargetblit_ps20b.inc"
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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( RenderTargetBlit_X360, "", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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params[BASETEXTURE]->SetStringValue( "_rt_FullFrameFB" );
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}
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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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->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
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pShaderShadow->EnableSRGBWrite( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
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pShaderShadow->EnableCulling( false );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( rendertargetblit_vs20 );
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SET_STATIC_VERTEX_SHADER( rendertargetblit_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20b );
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SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20 );
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SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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DECLARE_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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