1
This commit is contained in:
91
materialsystem/stdshaders/occlusion_dx9.cpp
Normal file
91
materialsystem/stdshaders/occlusion_dx9.cpp
Normal file
@ -0,0 +1,91 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
|
||||
#include "writez_vs20.inc"
|
||||
#include "white_ps20.inc"
|
||||
#include "white_ps20b.inc"
|
||||
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
ConVar gl_amd_occlusion_workaround( "gl_amd_occlusion_workaround", "1" );
|
||||
|
||||
DEFINE_FALLBACK_SHADER( Occlusion, Occlusion_DX9 )
|
||||
|
||||
BEGIN_VS_SHADER_FLAGS( Occlusion_DX9, "Help for Occlusion", SHADER_NOT_EDITABLE )
|
||||
|
||||
BEGIN_SHADER_PARAMS
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT_PARAMS()
|
||||
{
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||||
{
|
||||
return "Occlusion_DX8";
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->EnableColorWrites( false );
|
||||
pShaderShadow->EnableAlphaWrites( false );
|
||||
pShaderShadow->EnableDepthWrites( false );
|
||||
|
||||
DECLARE_STATIC_VERTEX_SHADER( writez_vs20 );
|
||||
SET_STATIC_VERTEX_SHADER( writez_vs20 );
|
||||
|
||||
// No pixel shader on Direct3D, doubles fill rate
|
||||
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( white_ps20 );
|
||||
SET_STATIC_PIXEL_SHADER( white_ps20 );
|
||||
|
||||
// Workaround for weird AMD bug - if sRGB write isn't enabled here then sRGB write enable in subsequent world rendering passes will randomly not take effect (even though we're enabling it) in the driver.
|
||||
if ( ( IsLinux() || IsWindows() ) && gl_amd_occlusion_workaround.GetBool() )
|
||||
{
|
||||
pShaderShadow->EnableSRGBWrite( true );
|
||||
}
|
||||
}
|
||||
|
||||
// Set stream format (note that this shader supports compression)
|
||||
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
|
||||
int nTexCoordCount = 1;
|
||||
int userDataSize = 0;
|
||||
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
|
||||
}
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||||
SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );
|
||||
|
||||
// No pixel shader on Direct3D, doubles fill rate
|
||||
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER( white_ps20 );
|
||||
}
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
END_SHADER
|
||||
|
Reference in New Issue
Block a user