Loads all shaders
| 317 | |
| 318 | // Loads all shaders |
| 319 | void MeshRenderer::LoadShaders() |
| 320 | { |
| 321 | // Load the mesh shaders |
| 322 | meshDepthVS = CompileVSFromFile(device, L"DepthOnly.hlsl", "VS", "vs_5_0"); |
| 323 | meshVS = CompileVSFromFile(device, L"Mesh.hlsl", "VS", "vs_5_0"); |
| 324 | meshPS = CompileMeshPS(device); |
| 325 | |
| 326 | fullScreenVS = CompileVSFromFile(device, L"VSMConvert.hlsl", "FullScreenVS"); |
| 327 | for(uint32 shadowMode = uint32(ShadowMode::VSM); shadowMode < uint32(ShadowMode::NumValues); ++shadowMode) |
| 328 | { |
| 329 | for(uint32 msaaMode = 0; msaaMode < uint32(ShadowMSAA::NumValues); ++msaaMode) |
| 330 | { |
| 331 | PixelShaderPtr& shader = vsmConvertPS[shadowMode - uint32(ShadowMode::VSM)][msaaMode]; |
| 332 | |
| 333 | CompileOptions opts; |
| 334 | opts.Add("ShadowMode_", shadowMode); |
| 335 | opts.Add("MSAASamples_", AppSettings::MSAASamples(msaaMode)); |
| 336 | shader = CompilePSFromFile(device, L"VSMConvert.hlsl", "ConvertToVSM", "ps_5_0", opts); |
| 337 | } |
| 338 | } |
| 339 | |
| 340 | for(uint32 i = 0; i <= MaxBlurRadius; ++i) |
| 341 | { |
| 342 | |
| 343 | CompileOptions opts; |
| 344 | opts.Add("Horizontal_", 1); |
| 345 | opts.Add("Vertical_", 0); |
| 346 | opts.Add("SampleRadius_", i); |
| 347 | opts.Add("GPUSceneSubmission_", 0); |
| 348 | vsmBlurH[i] = CompilePSFromFile(device, L"VSMConvert.hlsl", "BlurVSM", "ps_5_0", opts); |
| 349 | |
| 350 | |
| 351 | opts.Reset(); |
| 352 | opts.Add("Horizontal_", 0); |
| 353 | opts.Add("Vertical_", 1); |
| 354 | opts.Add("SampleRadius_", i); |
| 355 | opts.Add("GPUSceneSubmission_", 0); |
| 356 | vsmBlurV[i] = CompilePSFromFile(device, L"VSMConvert.hlsl", "BlurVSM", "ps_5_0", opts); |
| 357 | } |
| 358 | |
| 359 | |
| 360 | CompileOptions opts; |
| 361 | opts.Add("Horizontal_", 1); |
| 362 | opts.Add("Vertical_", 0); |
| 363 | opts.Add("GPUSceneSubmission_", 1); |
| 364 | vsmBlurGPUH = CompilePSFromFile(device, L"VSMConvert.hlsl", "BlurVSM", "ps_5_0", opts); |
| 365 | |
| 366 | |
| 367 | opts.Reset(); |
| 368 | opts.Add("Horizontal_", 0); |
| 369 | opts.Add("Vertical_", 1); |
| 370 | opts.Add("GPUSceneSubmission_", 1); |
| 371 | vsmBlurGPUV = CompilePSFromFile(device, L"VSMConvert.hlsl", "BlurVSM", "ps_5_0", opts); |
| 372 | |
| 373 | |
| 374 | depthReductionInitialPS = CompilePSFromFile(device, L"DepthReduction.hlsl", "DepthReductionInitialPS"); |
| 375 | depthReductionPS = CompilePSFromFile(device, L"DepthReduction.hlsl", "DepthReductionPS"); |
| 376 |
nothing calls this directly
no test coverage detected