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110 lines
3.6 KiB
110 lines
3.6 KiB
//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Clears color/depth, but obeys stencil while doing so
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "bufferclearobeystencil_vs20.inc"
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#include "bufferclearobeystencil_ps20.inc"
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#include "bufferclearobeystencil_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX9 )
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BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX9, "", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" )
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SHADER_PARAM( CLEARALPHA, SHADER_PARAM_TYPE_INTEGER, "-1", "activates clearing of alpha. -1 == copy CLEARCOLOR setting" )
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SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" )
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SHADER_PARAM( RELOADZCULL, SHADER_PARAM_TYPE_INTEGER, "0", "special shader to reload Zcull memory on ps3" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if ( !params[CLEARALPHA]->IsDefined() )
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{
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params[CLEARALPHA]->SetIntValue( -1 );
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}
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}
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SHADER_DRAW
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{
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bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0;
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bool bEnableAlphaWrites = (params[CLEARALPHA]->GetIntValue() >= 0) ? (params[CLEARALPHA]->GetIntValue() != 0) : bEnableColorWrites;
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bool bUsesColor = bEnableColorWrites || bEnableAlphaWrites;
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bool bReloadZcull = ( IsPS3() && params[RELOADZCULL]->GetIntValue() != 0 ) ? true : false;
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SHADOW_STATE
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{
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pShaderShadow->DepthFunc( bReloadZcull ? SHADER_DEPTHFUNC_NEARER : SHADER_DEPTHFUNC_ALWAYS );
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bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0;
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pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
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pShaderShadow->EnableColorWrites( bEnableColorWrites );
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pShaderShadow->EnableAlphaWrites( bEnableAlphaWrites );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION|VERTEX_COLOR, 1, NULL, 0 );
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DECLARE_STATIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( USESCOLOR, bUsesColor );
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SET_STATIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
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//avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX
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if( bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
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{
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( RELOADZCULL, bReloadZcull );
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SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( RELOADZCULL, bReloadZcull );
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SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
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}
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}
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( bufferclearobeystencil_vs20 );
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//avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX
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if( bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
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{
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20 );
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}
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}
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}
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Draw( );
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}
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END_SHADER
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