456 lines
18 KiB
C++
456 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================
|
|
|
|
#include "BaseVSShader.h"
|
|
|
|
#include "compositor_ps20.inc"
|
|
#include "compositor_ps20b.inc"
|
|
#include "materialsystem/combineoperations.h"
|
|
|
|
#include "tier0/memdbgon.h"
|
|
|
|
struct CompositorInfo_t
|
|
{
|
|
static const int cTextureCount = 4;
|
|
static const int cSelectorCount = 16;
|
|
|
|
CompositorInfo_t( ) { memset( this, -1, sizeof( *this ) ); }
|
|
|
|
int m_nCombineMode;
|
|
int m_nTextureInputCount;
|
|
int m_nTexTransform[ cTextureCount ];
|
|
int m_nTexAdjustLevels[ cTextureCount ];
|
|
int m_nSrcTexture[ cTextureCount ];
|
|
int m_nSelector[ cSelectorCount ];
|
|
|
|
int m_nTexturesPerPass;
|
|
int m_bDebug;
|
|
};
|
|
|
|
#ifdef STAGING_ONLY
|
|
ConVar r_texcomp_debug_stickers( "r_texcomp_debug_stickers", "0" );
|
|
#endif
|
|
|
|
static void DrawCompositorStage_ps20( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info );
|
|
static void DrawCompositorStage_ps20b( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info );
|
|
|
|
BEGIN_VS_SHADER( Compositor, "Help for Compositor" )
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( COMBINE_MODE, SHADER_PARAM_TYPE_INTEGER, "", "Which mode should the combiner operate in? 0: Mul, 1: Add, 2: Lerp, 3: Select" )
|
|
SHADER_PARAM( TEXTUREINPUTCOUNT, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
|
|
SHADER_PARAM( TEXTRANSFORM0, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
|
|
SHADER_PARAM( TEXTRANSFORM1, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
|
|
SHADER_PARAM( TEXTRANSFORM2, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
|
|
SHADER_PARAM( TEXTRANSFORM3, SHADER_PARAM_TYPE_MATRIX4X2, "", "" )
|
|
|
|
SHADER_PARAM( TEXADJUSTLEVELS0, SHADER_PARAM_TYPE_VEC3, "", "" )
|
|
SHADER_PARAM( TEXADJUSTLEVELS1, SHADER_PARAM_TYPE_VEC3, "", "" )
|
|
SHADER_PARAM( TEXADJUSTLEVELS2, SHADER_PARAM_TYPE_VEC3, "", "" )
|
|
SHADER_PARAM( TEXADJUSTLEVELS3, SHADER_PARAM_TYPE_VEC3, "", "" )
|
|
|
|
SHADER_PARAM( SRCTEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( SRCTEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( SRCTEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( SRCTEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
|
|
SHADER_PARAM( SELECTOR0, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR1, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR2, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR3, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR4, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR5, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR6, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR7, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR8, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR9, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR10, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR11, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR12, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR13, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR14, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
SHADER_PARAM( SELECTOR15, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
|
|
|
SHADER_PARAM( DEBUG_MODE, SHADER_PARAM_TYPE_BOOL, "", "" )
|
|
END_SHADER_PARAMS
|
|
|
|
void SetupVarsCompositorInfo( CompositorInfo_t* pOutInfo )
|
|
{
|
|
Assert( pOutInfo != NULL );
|
|
|
|
( *pOutInfo ).m_nCombineMode = COMBINE_MODE;
|
|
( *pOutInfo ).m_nTextureInputCount = TEXTUREINPUTCOUNT;
|
|
( *pOutInfo ).m_nTexTransform[ 0 ] = TEXTRANSFORM0;
|
|
( *pOutInfo ).m_nTexTransform[ 1 ] = TEXTRANSFORM1;
|
|
( *pOutInfo ).m_nTexTransform[ 2 ] = TEXTRANSFORM2;
|
|
( *pOutInfo ).m_nTexTransform[ 3 ] = TEXTRANSFORM3;
|
|
( *pOutInfo ).m_nTexAdjustLevels[ 0 ] = TEXADJUSTLEVELS0;
|
|
( *pOutInfo ).m_nTexAdjustLevels[ 1 ] = TEXADJUSTLEVELS1;
|
|
( *pOutInfo ).m_nTexAdjustLevels[ 2 ] = TEXADJUSTLEVELS2;
|
|
( *pOutInfo ).m_nTexAdjustLevels[ 3 ] = TEXADJUSTLEVELS3;
|
|
( *pOutInfo ).m_nSrcTexture[ 0 ] = SRCTEXTURE0;
|
|
( *pOutInfo ).m_nSrcTexture[ 1 ] = SRCTEXTURE1;
|
|
( *pOutInfo ).m_nSrcTexture[ 2 ] = SRCTEXTURE2;
|
|
( *pOutInfo ).m_nSrcTexture[ 3 ] = SRCTEXTURE3;
|
|
( *pOutInfo ).m_nSelector[ 0 ] = SELECTOR0;
|
|
( *pOutInfo ).m_nSelector[ 1 ] = SELECTOR1;
|
|
( *pOutInfo ).m_nSelector[ 2 ] = SELECTOR2;
|
|
( *pOutInfo ).m_nSelector[ 3 ] = SELECTOR3;
|
|
( *pOutInfo ).m_nSelector[ 4 ] = SELECTOR4;
|
|
( *pOutInfo ).m_nSelector[ 5 ] = SELECTOR5;
|
|
( *pOutInfo ).m_nSelector[ 6 ] = SELECTOR6;
|
|
( *pOutInfo ).m_nSelector[ 7 ] = SELECTOR7;
|
|
( *pOutInfo ).m_nSelector[ 8 ] = SELECTOR8;
|
|
( *pOutInfo ).m_nSelector[ 9 ] = SELECTOR9;
|
|
( *pOutInfo ).m_nSelector[ 10 ] = SELECTOR10;
|
|
( *pOutInfo ).m_nSelector[ 11 ] = SELECTOR11;
|
|
( *pOutInfo ).m_nSelector[ 12 ] = SELECTOR12;
|
|
( *pOutInfo ).m_nSelector[ 13 ] = SELECTOR13;
|
|
( *pOutInfo ).m_nSelector[ 14 ] = SELECTOR14;
|
|
( *pOutInfo ).m_nSelector[ 15 ] = SELECTOR15;
|
|
( *pOutInfo ).m_bDebug = DEBUG_MODE;
|
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
( *pOutInfo).m_nTexturesPerPass = 4;
|
|
else
|
|
( *pOutInfo).m_nTexturesPerPass = 2;
|
|
}
|
|
|
|
|
|
SHADER_INIT
|
|
{
|
|
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
// Requires DX9 + above
|
|
if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
|
|
{
|
|
Assert( 0 );
|
|
return "Wireframe";
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
CompositorInfo_t info;
|
|
SetupVarsCompositorInfo( &info );
|
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
DrawCompositorStage_ps20b( this, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
else
|
|
DrawCompositorStage_ps20( this, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
}
|
|
END_SHADER
|
|
|
|
static void DrawCompositorStage_common( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
|
{
|
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
|
|
|
SHADOW_STATE
|
|
{
|
|
pShader->SetInitialShadowState();
|
|
|
|
// It's a quad, don't cull me bro.
|
|
pShaderShadow->EnableCulling( false );
|
|
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DISABLE );
|
|
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
pShaderShadow->EnableDepthTest( false );
|
|
|
|
// In 2.0b shaders, we use the skin shader and alpha carries specular mask information--
|
|
// so we need to write it
|
|
// But with 2.0 shaders used by at least one customer in 2015, we fall back to
|
|
// vertexlitgeneric and it doesn't do the same transforms as skin to the alpha shader
|
|
// Since it won't be used anyways and it breaks the item model panel icons to write alpha
|
|
// DON'T when we're running with 2.0 shaders.
|
|
pShaderShadow->EnableAlphaWrites( g_pHardwareConfig->SupportsPixelShaders_2_b() );
|
|
|
|
pShaderShadow->EnableSRGBWrite( true );
|
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, nCombineMode != ECO_Select );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
|
|
|
|
int fmt = VERTEX_POSITION;
|
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
|
|
|
pShaderShadow->SetVertexShader( "compositor_vs20", 0 );
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
pShaderAPI->SetDefaultState();
|
|
|
|
pShaderAPI->SetVertexShaderIndex( 0 );
|
|
|
|
int textureCount = GetIntParam( info.m_nTextureInputCount, params );
|
|
int textureCountThisPass = Min( textureCount, info.m_nTexturesPerPass );
|
|
|
|
float f4TextureCountThisPass[] = { ( float ) textureCountThisPass, 0.0f, 0.0f, 0.0f };
|
|
Assert( ARRAYSIZE( f4TextureCountThisPass ) == 4 );
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 6, f4TextureCountThisPass );
|
|
|
|
if ( textureCountThisPass > 0 ) pShader->BindTexture( SHADER_SAMPLER0, info.m_nSrcTexture[0] );
|
|
if ( textureCountThisPass > 0 ) pShader->SetVertexShaderMatrix2x4( 2, info.m_nTexTransform[0] );
|
|
|
|
if ( nCombineMode == ECO_Select )
|
|
{
|
|
static const float cFac = 1.0f / 16.0f;
|
|
|
|
float selectors[] =
|
|
{
|
|
cFac * GetIntParam( info.m_nSelector[ 0 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 1 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 2 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 3 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 4 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 5 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 6 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 7 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 8 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 9 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 10 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 11 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 12 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 13 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 14 ], params ),
|
|
cFac * GetIntParam( info.m_nSelector[ 15 ], params )
|
|
};
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 7, selectors, 4 );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Helper function when using ps20 and performing multiply and add operations.
|
|
static void DrawCompositorStage_ps20_muladdblend( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
|
{
|
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
|
|
|
SHADOW_STATE
|
|
{
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode );
|
|
SET_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
|
|
// We can blend on top for second and subsequent writes.
|
|
pShaderShadow->EnableBlending( true );
|
|
if ( nCombineMode == ECO_Multiply )
|
|
pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
|
|
else
|
|
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
|
|
|
pShader->Draw();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
int textureCount = GetIntParam( info.m_nTextureInputCount, params );
|
|
int textureCountThisPass = Min( textureCount, info.m_nTexturesPerPass );
|
|
Assert( textureCount > 0 ); // Valid, but would be really weird.
|
|
Assert( textureCountThisPass > 0 ); // That's bogus
|
|
|
|
if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] );
|
|
|
|
if ( textureCountThisPass > 1 ) pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 1 ] );
|
|
if ( textureCountThisPass > 1 ) pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 1 ] );
|
|
if ( textureCountThisPass > 1 ) pShader->SetPixelShaderConstantGammaToLinear( 3, info.m_nTexAdjustLevels[ 1 ] );
|
|
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
|
|
SET_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
|
|
textureCountThisPass = Max( 0, textureCount - textureCountThisPass );
|
|
Assert( textureCountThisPass <= info.m_nTexturesPerPass );
|
|
|
|
float f4TextureCountThisPass[] = { (float)textureCountThisPass, 0.0f, 0.0f, 0.0f };
|
|
Assert( ARRAYSIZE( f4TextureCountThisPass ) == 4 );
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 6, f4TextureCountThisPass );
|
|
|
|
if ( textureCountThisPass > 0 ) pShader->BindTexture( SHADER_SAMPLER0, info.m_nSrcTexture[ 2 ] );
|
|
if ( textureCountThisPass > 0 ) pShader->SetVertexShaderMatrix2x4( 2, info.m_nTexTransform[ 2 ] );
|
|
if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 2 ] );
|
|
|
|
if ( textureCountThisPass > 1 ) pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 3 ] );
|
|
if ( textureCountThisPass > 1 ) pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 3 ] );
|
|
if ( textureCountThisPass > 1 ) pShader->SetPixelShaderConstantGammaToLinear( 3, info.m_nTexAdjustLevels[ 3 ] );
|
|
|
|
pShader->Draw( textureCountThisPass > 0 );
|
|
}
|
|
}
|
|
|
|
// Helper function when using ps20 and performing lerp operations.
|
|
static void DrawCompositorStage_ps20_lerp( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, ECO_Legacy_Lerp_FirstPass );
|
|
SET_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
|
|
// We can blend on top for second write.
|
|
pShaderShadow->EnableBlending( true );
|
|
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
|
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, ECO_Legacy_Lerp_SecondPass );
|
|
SET_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
Assert( GetIntParam( info.m_nTextureInputCount, params ) == 3 );
|
|
|
|
pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] );
|
|
|
|
pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 2 ] );
|
|
pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 2 ] );
|
|
pShader->SetPixelShaderConstantGammaToLinear( 3, info.m_nTexAdjustLevels[ 2 ] );
|
|
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
|
|
SET_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
|
|
pShader->BindTexture( SHADER_SAMPLER0, info.m_nSrcTexture[ 1 ] );
|
|
pShader->SetVertexShaderMatrix2x4( 2, info.m_nTexTransform[ 1 ] );
|
|
pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 1 ] );
|
|
|
|
pShader->Draw();
|
|
}
|
|
}
|
|
|
|
// Helper function when using ps20 and performing lerp operations.
|
|
static void DrawCompositorStage_ps20_select( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
|
{
|
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
|
|
|
SHADOW_STATE
|
|
{
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode );
|
|
SET_STATIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
Assert( GetIntParam( info.m_nTextureInputCount, params ) == 1 );
|
|
|
|
pShader->SetPixelShaderConstantGammaToLinear( 2, info.m_nTexAdjustLevels[ 0 ] );
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
|
|
SET_DYNAMIC_PIXEL_SHADER( compositor_ps20 );
|
|
}
|
|
pShader->Draw();
|
|
}
|
|
}
|
|
|
|
static void DrawCompositorStage_ps20( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
|
{
|
|
DrawCompositorStage_common( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
|
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
|
|
|
switch ( nCombineMode )
|
|
{
|
|
case ECO_Multiply:
|
|
case ECO_Add:
|
|
case ECO_Blend:
|
|
DrawCompositorStage_ps20_muladdblend( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
return;
|
|
case ECO_Lerp:
|
|
DrawCompositorStage_ps20_lerp( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
return;
|
|
case ECO_Select:
|
|
DrawCompositorStage_ps20_select( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
return;
|
|
default:
|
|
Assert( !"Need to update DrawCompositoreStage_ps20 with how to draw this mode." );
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void DrawCompositorStage_ps20b( CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, const CompositorInfo_t &info )
|
|
{
|
|
int nCombineMode = params[ info.m_nCombineMode ]->GetIntValue();
|
|
|
|
DrawCompositorStage_common( pShader, params, pShaderShadow, pShaderAPI, vertexCompression, info );
|
|
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );
|
|
|
|
DECLARE_STATIC_PIXEL_SHADER( compositor_ps20b );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( COMBINE_MODE, nCombineMode );
|
|
SET_STATIC_PIXEL_SHADER( compositor_ps20b );
|
|
|
|
pShader->Draw();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
int textureCount = GetIntParam( info.m_nTextureInputCount, params );
|
|
int textureCountThisPass = Min( textureCount, info.m_nTexturesPerPass );
|
|
Assert( textureCount > 0 ); // Valid, but would be really weird.
|
|
Assert( textureCountThisPass > 0 ); // That's bogus
|
|
|
|
// Slot 0 is mostly already handled by common
|
|
if ( textureCountThisPass > 0 ) pShader->SetPixelShaderConstant( 2, info.m_nTexAdjustLevels[ 0 ] );
|
|
|
|
if ( textureCountThisPass > 1 ) pShader->BindTexture( SHADER_SAMPLER1, info.m_nSrcTexture[ 1 ] );
|
|
if ( textureCountThisPass > 1 ) pShader->SetVertexShaderMatrix2x4( 4, info.m_nTexTransform[ 1 ] );
|
|
if ( textureCountThisPass > 1 ) pShader->SetPixelShaderConstant( 3, info.m_nTexAdjustLevels[ 1 ] );
|
|
|
|
if ( textureCountThisPass > 2 ) pShader->BindTexture( SHADER_SAMPLER2, info.m_nSrcTexture[ 2 ] );
|
|
if ( textureCountThisPass > 2 ) pShader->SetVertexShaderMatrix2x4( 6, info.m_nTexTransform[ 2 ] );
|
|
if ( textureCountThisPass > 2 ) pShader->SetPixelShaderConstant( 4, info.m_nTexAdjustLevels[ 2 ] );
|
|
|
|
if ( textureCountThisPass > 3 ) pShader->BindTexture( SHADER_SAMPLER3, info.m_nSrcTexture[ 3 ] );
|
|
if ( textureCountThisPass > 3 ) pShader->SetVertexShaderMatrix2x4( 8, info.m_nTexTransform[ 3 ] );
|
|
if ( textureCountThisPass > 3 ) pShader->SetPixelShaderConstant( 5, info.m_nTexAdjustLevels[ 3 ] );
|
|
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( compositor_ps20b );
|
|
#ifdef STAGING_ONLY
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, r_texcomp_debug_stickers.GetBool() ? 1 : 0 );
|
|
#else
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_MODE, 0 );
|
|
#endif
|
|
SET_DYNAMIC_PIXEL_SHADER( compositor_ps20b );
|
|
|
|
pShader->Draw();
|
|
}
|
|
}
|
|
|