Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "writez_vs20.inc"
#include "black_ps20.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Enables alpha blending workaround for an (apparently) weird color/alpha write disable bug on NVidia GL drivers.
// For NVidia, the actual bug is in glBlitFramebuffer() (it doesn't ignore the currently set colormask), which we fix in glmgr.cpp Blit2(), so I'm disabling this more expensive workaround.
ConVar gl_nvidia_occlusion_workaround( "gl_nvidia_occlusion_workaround", "0" ); 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 { return 0; }
SHADER_INIT { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_DRAW { SHADOW_STATE { if ( IsOpenGL() && ( IsPlatformLinux() || IsPlatformWindowsPC() ) && gl_nvidia_occlusion_workaround.GetBool() ) { // Another workaround is to disable color writes but enable alpha writes (with no blending), which this trashes alpha which may be used in some branches.
// Without either workaround colorwrite enable somehow doesn't get re-enabled in subsequent passes (even though I can clearly see the engine issuing GL calls to set the mask back to 255,255,255,255)
pShaderShadow->EnableColorWrites( true ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ONE ); } else { 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( black_ps20 ); SET_STATIC_PIXEL_SHADER( black_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 ( ( IsPlatformLinux() || IsPlatformWindowsPC() ) && 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( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );
// No pixel shader on Direct3D, doubles fill rate
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_DYNAMIC_PIXEL_SHADER( black_ps20 ); SET_DYNAMIC_PIXEL_SHADER( black_ps20 ); } } Draw(); } END_SHADER
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