summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp')
-rw-r--r--materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp112
1 files changed, 112 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp b/materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp
new file mode 100644
index 0000000..ed871a9
--- /dev/null
+++ b/materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp
@@ -0,0 +1,112 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Clears color/depth, but obeys stencil while doing so
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "bufferclearobeystencil_vs20.inc"
+#include "bufferclearobeystencil_ps20.inc"
+#include "bufferclearobeystencil_ps20b.inc"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX9 )
+
+BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX9, "", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" )
+ SHADER_PARAM( CLEARALPHA, SHADER_PARAM_TYPE_INTEGER, "-1", "activates clearing of alpha. -1 == copy CLEARCOLOR setting" )
+ SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "BufferClearObeyStencil_DX8";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if ( !params[CLEARALPHA]->IsDefined() )
+ params[CLEARALPHA]->SetIntValue( -1 );
+ }
+
+ SHADER_DRAW
+ {
+ bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0;
+ bool bEnableAlphaWrites = (params[CLEARALPHA]->GetIntValue() >= 0) ? (params[CLEARALPHA]->GetIntValue() != 0) : bEnableColorWrites;
+
+ bool bUsesColor = bEnableColorWrites || bEnableAlphaWrites;
+ SHADOW_STATE
+ {
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
+ bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0;
+ pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
+
+ pShaderShadow->EnableColorWrites( bEnableColorWrites );
+ pShaderShadow->EnableAlphaWrites( bEnableAlphaWrites );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, NULL, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( USESCOLOR, bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() );
+ SET_STATIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
+
+ //avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX
+ if( bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
+ {
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
+ SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
+ SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
+ }
+ }
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO );
+ pShaderShadow->EnableAlphaTest( true );
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0 );
+ }
+
+ DYNAMIC_STATE
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
+
+ //avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX
+ if( bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
+ {
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
+ }
+ }
+ }
+
+ Draw( );
+ }
+
+END_SHADER