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Diffstat (limited to 'materialsystem/stdshaders/occlusion_dx9.cpp')
-rw-r--r--materialsystem/stdshaders/occlusion_dx9.cpp91
1 files changed, 91 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/occlusion_dx9.cpp b/materialsystem/stdshaders/occlusion_dx9.cpp
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+++ b/materialsystem/stdshaders/occlusion_dx9.cpp
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+//========= 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
+