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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 06:15:36 +00:00
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
This commit is contained in:
parent
513789c2c7
commit
1bfdb41694
122 changed files with 641 additions and 641 deletions
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@ -163,7 +163,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
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LangElement *outputDecl = new DecOp( unconditionedOut );
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// If we're doing prepass blending then we need
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// If we're doing deferred blending then we need
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// to steal away the alpha channel before the
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// conditioner stomps on it.
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Var *alphaVal = NULL;
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@ -174,7 +174,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
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}
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// If using interlaced normals, invert the normal
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if(fd.features[MFT_InterlacedPrePass])
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if(fd.features[MFT_InterlacedDeferred])
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{
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// NOTE: Its safe to not call ShaderFeatureHLSL::addOutVpos() in the vertex
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// shader as for SM 3.0 nothing is needed there.
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@ -190,7 +190,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
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meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
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meta->addStatement( assignOutput( unconditionedOut ) );
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// If we have an alpha var then we're doing prepass lerp blending.
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// If we have an alpha var then we're doing deferred lerp blending.
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if ( alphaVal )
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{
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Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
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@ -228,27 +228,27 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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methodVar->setType("inline float4");
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DecOp *methodDecl = new DecOp(methodVar);
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Var *prepassSampler = new Var;
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prepassSampler->setName("prepassSamplerVar");
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prepassSampler->setType("sampler2D");
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DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
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Var *deferredSampler = new Var;
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deferredSampler->setName("deferredSamplerVar");
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deferredSampler->setType("sampler2D");
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DecOp *deferredSamplerDecl = new DecOp(deferredSampler);
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Var *screenUV = new Var;
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screenUV->setName("screenUVVar");
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screenUV->setType("float2");
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DecOp *screenUVDecl = new DecOp(screenUV);
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Var *prepassTex = NULL;
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DecOp *prepassTexDecl = NULL;
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Var *deferredTex = NULL;
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DecOp *deferredTexDecl = NULL;
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if (isDirect3D11)
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{
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prepassSampler->setType("SamplerState");
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prepassTex = new Var;
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prepassTex->setName("prepassTexVar");
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prepassTex->setType("Texture2D");
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prepassTex->texture = true;
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prepassTex->constNum = prepassSampler->constNum;
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prepassTexDecl = new DecOp(prepassTex);
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deferredSampler->setType("SamplerState");
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deferredTex = new Var;
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deferredTex->setName("deferredTexVar");
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deferredTex->setType("Texture2D");
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deferredTex->texture = true;
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deferredTex->constNum = deferredSampler->constNum;
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deferredTexDecl = new DecOp(deferredTex);
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}
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Var *bufferSample = new Var;
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@ -257,9 +257,9 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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DecOp *bufferSampleDecl = new DecOp(bufferSample);
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if (isDirect3D11)
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meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, prepassSamplerDecl, prepassTexDecl, screenUVDecl));
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meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, deferredSamplerDecl, deferredTexDecl, screenUVDecl));
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else
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meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
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meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl ) );
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meta->addStatement( new GenOp( "{\r\n" ) );
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@ -267,18 +267,18 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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#ifdef TORQUE_OS_XENON
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meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
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meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
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meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, deferredSampler ) );
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#else
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// The gbuffer has no mipmaps, so use tex2dlod when
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// possible so that the shader compiler can optimize.
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meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
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if (isDirect3D11)
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meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @,0);\r\n", bufferSampleDecl, prepassTex, prepassSampler, screenUV));
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meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @,0);\r\n", bufferSampleDecl, deferredTex, deferredSampler, screenUV));
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else
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meta->addStatement(new GenOp(" @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV));
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meta->addStatement(new GenOp(" @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV));
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meta->addStatement(new GenOp(" #else\r\n"));
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meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV));
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meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV));
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meta->addStatement(new GenOp(" #endif\r\n\r\n"));
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#endif
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