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102 lines
3.4 KiB
102 lines
3.4 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "writez_vs20.inc"
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#include "black_ps20.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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// Enables alpha blending workaround for an (apparently) weird color/alpha write disable bug on NVidia GL drivers.
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// 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.
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ConVar gl_nvidia_occlusion_workaround( "gl_nvidia_occlusion_workaround", "0" );
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ConVar gl_amd_occlusion_workaround( "gl_amd_occlusion_workaround", "1" );
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DEFINE_FALLBACK_SHADER( Occlusion, Occlusion_DX9 )
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BEGIN_VS_SHADER_FLAGS( Occlusion_DX9, "Help for Occlusion", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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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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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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if ( IsOpenGL() && ( IsPlatformLinux() || IsPlatformWindowsPC() ) && gl_nvidia_occlusion_workaround.GetBool() )
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{
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// 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.
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// 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)
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pShaderShadow->EnableColorWrites( true );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ONE );
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}
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else
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{
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pShaderShadow->EnableColorWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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}
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pShaderShadow->EnableDepthWrites( false );
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DECLARE_STATIC_VERTEX_SHADER( writez_vs20 );
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SET_STATIC_VERTEX_SHADER( writez_vs20 );
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// No pixel shader on Direct3D, doubles fill rate
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if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
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{
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DECLARE_STATIC_PIXEL_SHADER( black_ps20 );
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SET_STATIC_PIXEL_SHADER( black_ps20 );
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// 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.
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if ( ( IsPlatformLinux() || IsPlatformWindowsPC() ) && gl_amd_occlusion_workaround.GetBool() )
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{
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pShaderShadow->EnableSRGBWrite( true );
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}
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}
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );
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// No pixel shader on Direct3D, doubles fill rate
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if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( black_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( black_ps20 );
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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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