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//========= Copyright (c) 1996-2005, 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" ) SHADER_PARAM( RELOADZCULL, SHADER_PARAM_TYPE_INTEGER, "0", "special shader to reload Zcull memory on ps3" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { 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; bool bReloadZcull = ( IsPS3() && params[RELOADZCULL]->GetIntValue() != 0 ) ? true : false;
SHADOW_STATE { pShaderShadow->DepthFunc( bReloadZcull ? SHADER_DEPTHFUNC_NEARER : 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 ); 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_COMBO( RELOADZCULL, bReloadZcull ); SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( RELOADZCULL, bReloadZcull ); SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 ); } } }
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
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