diff options
Diffstat (limited to 'materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/BufferClearObeyStencil_dx9.cpp | 112 |
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 |