Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

103 lines
2.7 KiB

//========= Copyright (c) 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"
DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX9 )
BEGIN_VS_SHADER_FLAGS( WriteZ_DX9, "Help for WriteZ", 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
{
pShaderShadow->EnableColorWrites( false );
pShaderShadow->EnableAlphaWrites( 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 );
}
// 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( white_ps20 );
SET_DYNAMIC_PIXEL_SHADER( white_ps20 );
}
}
Draw();
}
void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI,
VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled )
{
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 );
*dynVSIdx = _vshIndex.GetIndex();
// No pixel shader on Direct3D, doubles fill rate
if ( IsOSXOpenGL() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 );
SET_DYNAMIC_PIXEL_SHADER( white_ps20 );
*dynPSIdx = _pshIndex.GetIndex();
}
else
{
*dynPSIdx = 0;
}
}
END_SHADER