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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/fillrate.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/fillrate.cpp')
-rw-r--r--materialsystem/stdshaders/fillrate.cpp251
1 files changed, 251 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fillrate.cpp b/materialsystem/stdshaders/fillrate.cpp
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+//========= 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
+
+