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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "fillrate_vs11.inc"
#include "fillrate_ps11.inc"
#include "fillrate_vs20.inc"
#include "fillrate_ps20.inc"
#include "fillrate_ps20b.inc"
#else
#include "fillrate.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( Fillrate, "Help for Fillrate", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_INIT { }
SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 ); SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b ); SET_STATIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 ); SET_STATIC_PIXEL_SHADER( fillrate_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( fillrate_vs11 ); SET_STATIC_VERTEX_SHADER( fillrate_vs11 );
DECLARE_STATIC_PIXEL_SHADER( fillrate_ps11 ); SET_STATIC_PIXEL_SHADER( fillrate_ps11 ); }
#else
fillrate_Static_Index vshIndex; pShaderShadow->SetVertexShader( "fillrate", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "fillrate" );
#endif
} DYNAMIC_STATE { int numPasses = params[PASSCOUNT]->GetIntValue(); float color[4]; if (g_pConfig->bMeasureFillRate) { // have to multiply by 2/255 since pixel shader constant are 1.7.
// Will divide the 2 out in the pixel shader.
color[0] = numPasses * ( 2.0f / 255.0f ); } else { color[0] = ( 16 * numPasses ) * ( 2.0f / 255.0f ); } color[1] = 0.0f; color[2] = 0.0f; color[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( fillrate_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); }
#else
fillrate_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
#endif
} Draw();
SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 ); SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b ); SET_STATIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 ); SET_STATIC_PIXEL_SHADER( fillrate_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( fillrate_vs11 ); SET_STATIC_VERTEX_SHADER( fillrate_vs11 );
DECLARE_STATIC_PIXEL_SHADER( fillrate_ps11 ); SET_STATIC_PIXEL_SHADER( fillrate_ps11 ); }
#else
fillrate_Static_Index vshIndex; pShaderShadow->SetVertexShader( "fillrate", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "fillrate" );
#endif
} DYNAMIC_STATE { float color[4] = { 0.0f, 0.05f, 0.05f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( fillrate_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps11 ); }
#else
fillrate_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
#endif
} Draw(); } END_SHADER
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