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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/rendertargetblit_x360.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/rendertargetblit_x360.cpp')
| -rw-r--r-- | materialsystem/stdshaders/rendertargetblit_x360.cpp | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/rendertargetblit_x360.cpp b/materialsystem/stdshaders/rendertargetblit_x360.cpp new file mode 100644 index 0000000..e6a6bd0 --- /dev/null +++ b/materialsystem/stdshaders/rendertargetblit_x360.cpp @@ -0,0 +1,83 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Replaces 360 missing StretchRect() functionality. +// +//============================================================================= + +#include "BaseVSShader.h" +#include "rendertargetblit_vs20.inc" +#include "rendertargetblit_ps20.inc" +#include "rendertargetblit_ps20b.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_VS_SHADER_FLAGS( RenderTargetBlit_X360, "", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + if ( !params[BASETEXTURE]->IsDefined() ) + { + params[BASETEXTURE]->SetStringValue( "_rt_FullFrameFB" ); + } + } + + SHADER_INIT + { + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); + pShaderShadow->EnableSRGBWrite( false ); + + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); + pShaderShadow->EnableCulling( false ); + + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( rendertargetblit_vs20 ); + SET_STATIC_VERTEX_SHADER( rendertargetblit_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20b ); + SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20 ); + SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + DECLARE_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 ); + } + } + + Draw(); + } +END_SHADER |