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.
262 lines
10 KiB
262 lines
10 KiB
![]()
3 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
// TOGL CODE LICENSE
|
||
|
//
|
||
|
// Copyright 2011-2014 Valve Corporation
|
||
|
// All Rights Reserved.
|
||
|
//
|
||
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
// of this software and associated documentation files (the "Software"), to deal
|
||
|
// in the Software without restriction, including without limitation the rights
|
||
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
// copies of the Software, and to permit persons to whom the Software is
|
||
|
// furnished to do so, subject to the following conditions:
|
||
|
//
|
||
|
// The above copyright notice and this permission notice shall be included in
|
||
|
// all copies or substantial portions of the Software.
|
||
|
//
|
||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||
|
// THE SOFTWARE.
|
||
|
//------------------------------------------------------------------------------
|
||
|
// DX9AsmToGL2.h
|
||
|
//------------------------------------------------------------------------------
|
||
|
|
||
|
#ifndef DX9_ASM_TO_GL_2_H
|
||
|
#define DX9_ASM_TO_GL_2_H
|
||
|
#include "tier1/utlstring.h"
|
||
|
|
||
|
#define DISASM_OK 0
|
||
|
#define DISASM_ERROR 1
|
||
|
|
||
|
#define MAX_SHADER_CONSTANTS 512
|
||
|
|
||
|
#define MAX_DECLARED_OUTPUTS 32
|
||
|
#define MAX_DECLARED_INPUTS 32
|
||
|
|
||
|
#define HEXCODE_HEADER "// Hex: "
|
||
|
|
||
|
// Option bits
|
||
|
#define D3DToGL_OptionUseEnvParams 0x0001
|
||
|
#define D3DToGL_OptionDoFixupZ 0x0002 // Add instructions to put Z in the right interval for GL
|
||
|
#define D3DToGL_OptionDoFixupY 0x0004 // Add instructions to flip the Y over for GL
|
||
|
#define D3DToGL_OptionDoUserClipPlanes 0x0008 // ARB mode: Include OPTION vertex_program_2 and append DP4's to write into oCLP[0] and oCLP[1]
|
||
|
// GLSL mode: generate code to write gl_ClipVertex
|
||
|
|
||
|
#define D3DToGL_AddHexComments 0x0020 // Include hex comments in the code for debugging
|
||
|
#define D3DToGL_PutHexCommentsAfterLines 0x0040 // If D3DToGL_AddHexComments is set, this puts the codes to the right, rather than on separate lines
|
||
|
#define D3DToGL_GeneratingDebugText 0x0080 // This tells it that we're just getting info for debugging so go easy on asserts and errors
|
||
|
#define D3DToGL_OptionSRGBWriteSuffix 0x0400 // Tack sRGB conversion suffix on to pixel shaders
|
||
|
#define D3DToGL_OptionGenerateBoneUniformBuffer 0x0800 // if enabled, the vertex shader "bone" registers (all regs DXABSTRACT_VS_FIRST_BONE_SLOT and higher) will be separated out into another uniform buffer (vcbone)
|
||
|
#define D3DToGL_OptionUseBindlessTexturing 0x1000
|
||
|
#define D3DToGL_OptionSpew 0x80000000
|
||
|
|
||
|
// Code for which component of the "dummy" address register is needed by an instruction
|
||
|
#define ARL_DEST_NONE -1
|
||
|
#define ARL_DEST_X 0
|
||
|
#define ARL_DEST_Y 1
|
||
|
#define ARL_DEST_Z 2
|
||
|
#define ARL_DEST_W 3
|
||
|
|
||
|
class D3DToGL
|
||
|
{
|
||
|
private:
|
||
|
// Pointers for dwToken stream management
|
||
|
uint32* m_pdwBaseToken;
|
||
|
uint32* m_pdwNextToken;
|
||
|
|
||
|
// Vertex shader or pixel shader, and version (necessary because some opcodes alias)
|
||
|
bool m_bVertexShader;
|
||
|
uint32 m_dwMinorVersion;
|
||
|
uint32 m_dwMajorVersion;
|
||
|
|
||
|
// Option flags
|
||
|
bool m_bUseEnvParams; // set D3DToGL_OptionUseEnvParams in 'options' to use
|
||
|
bool m_bDoFixupZ; // set D3DToGL_OptionDoFixupZ
|
||
|
bool m_bDoFixupY; // set D3DToGL_OptionDoFixupZ
|
||
|
bool m_bDoUserClipPlanes; // set D3DToGL_OptionDoUserClipPlanes
|
||
|
bool m_bSpew; // set D3DToGL_OptionSpew
|
||
|
bool m_bGenerateSRGBWriteSuffix; // set D3DToGL_OptionSRGBWriteSuffix
|
||
|
bool m_bGenerateBoneUniformBuffer;
|
||
|
bool m_bUseBindlessTexturing;
|
||
|
|
||
|
// Counter for dealing with nested loops
|
||
|
int m_nLoopDepth;
|
||
|
|
||
|
// Add "// Hex: 0xFFEEF00"-type statements after each instruction is parsed.
|
||
|
bool m_bAddHexCodeComments; // set D3DToGL_AddHexComments
|
||
|
|
||
|
// Only applicable if m_bAddHexCodeComments is true.
|
||
|
// If this is true, then it puts the hex code comments to the right of the instructions in a comment
|
||
|
// rather than preceding the instructions.
|
||
|
// Defaults to FALSE.
|
||
|
bool m_bPutHexCodesAfterLines; // set D3DToGL_PutHexCommentsAtEnd
|
||
|
|
||
|
// This tells it that we're just getting info for debugging so go easy on asserts and errors.
|
||
|
// Defaults to FALSE.
|
||
|
bool m_bGeneratingDebugText;
|
||
|
|
||
|
// Various scratch temps needed to handle mis-matches in instruction sets between D3D and OpenGL
|
||
|
bool m_bNeedsD2AddTemp;
|
||
|
bool m_bNeedsNRMTemp;
|
||
|
bool m_bDeclareAddressReg;
|
||
|
bool m_bNeedsLerpTemp;
|
||
|
bool m_bNeedsSinCosDeclarations;
|
||
|
|
||
|
// Keep track of which vs outputs are used so we can declare them
|
||
|
bool m_bDeclareVSOPos;
|
||
|
bool m_bDeclareVSOFog;
|
||
|
uint32 m_dwTexCoordOutMask;
|
||
|
|
||
|
int32 m_nVSPositionOutput;
|
||
|
|
||
|
// Mask of varyings which need centroid decoration
|
||
|
uint32 m_nCentroidMask;
|
||
|
|
||
|
// Keep track of which temps are used so they can be declared
|
||
|
uint32 m_dwTempUsageMask;
|
||
|
uint32 m_dwTempBoolUsageMask;
|
||
|
bool m_bOutputColorRegister[4];
|
||
|
bool m_bOutputDepthRegister;
|
||
|
|
||
|
// Declaration of integer and bool constants
|
||
|
uint32 m_dwConstIntUsageMask;
|
||
|
uint32 m_dwConstBoolUsageMask;
|
||
|
|
||
|
uint32 m_dwDefConstIntUsageMask;
|
||
|
uint32 m_dwDefConstIntIterCount[32];
|
||
|
|
||
|
// Did we use atomic_temp_var?
|
||
|
bool m_bUsedAtomicTempVar;
|
||
|
|
||
|
// Track constants so we know how to declare them
|
||
|
bool m_bConstantRegisterDefined[MAX_SHADER_CONSTANTS];
|
||
|
|
||
|
// Track sampler types when declared so we can properly decorate TEX instructions
|
||
|
uint32 m_dwSamplerTypes[32];
|
||
|
|
||
|
// Track sampler usage
|
||
|
uint32 m_dwSamplerUsageMask;
|
||
|
|
||
|
// Track shadow sampler usage
|
||
|
int m_nShadowDepthSamplerMask;
|
||
|
bool m_bDeclareShadowOption;
|
||
|
|
||
|
// Track attribute references
|
||
|
// init to 0xFFFFFFFF (unhit)
|
||
|
// index by (dwRegToken & D3DSP_REGNUM_MASK) in VS DCL insns
|
||
|
// fill with (usage<<4) | (usage index).
|
||
|
uint32 m_dwAttribMap[16];
|
||
|
|
||
|
// Register high water mark
|
||
|
uint32 m_nHighestRegister;
|
||
|
int32 m_nHighestBoneRegister;
|
||
|
|
||
|
// GLSL does indentation for readability
|
||
|
int m_NumIndentTabs;
|
||
|
|
||
|
// Output buffers.
|
||
|
CUtlBuffer *m_pBufHeaderCode;
|
||
|
CUtlBuffer *m_pBufAttribCode;
|
||
|
CUtlBuffer *m_pBufParamCode;
|
||
|
CUtlBuffer *m_pBufALUCode;
|
||
|
|
||
|
char *m_pFinalAssignmentsCode;
|
||
|
int m_nFinalAssignmentsBufSize;
|
||
|
|
||
|
// Recorded positions for debugging.
|
||
|
uint32* m_pRecordedInputTokenStart;
|
||
|
int m_nRecordedParamCodeStrlen;
|
||
|
int m_nRecordedALUCodeStrlen;
|
||
|
int m_nRecordedAttribCodeStrlen;
|
||
|
|
||
|
// In GLSL mode, these store the semantic attached to each oN register.
|
||
|
// They are the values that you pass to GetUsageIndexAndString.
|
||
|
uint32 m_DeclaredOutputs[MAX_DECLARED_OUTPUTS];
|
||
|
|
||
|
uint32 m_DeclaredInputs[MAX_DECLARED_INPUTS];
|
||
|
|
||
|
// Have they used the tangent input semantic (i.e. is g_pTangentAttributeName declared)?
|
||
|
bool m_bTangentInputUsed;
|
||
|
|
||
|
bool m_bUsesDSTInstruction;
|
||
|
|
||
|
private:
|
||
|
// Utilities to aid in decoding token stream
|
||
|
uint32 GetNextToken( void );
|
||
|
void SkipTokens( uint32 numToSkip );
|
||
|
uint32 Opcode( uint32 dwToken );
|
||
|
uint32 OpcodeSpecificData( uint32 dwToken );
|
||
|
uint32 TextureType ( uint32 dwToken );
|
||
|
uint32 GetRegType( uint32 dwRegToken );
|
||
|
|
||
|
// Write to the different buffers.
|
||
|
void StrcatToHeaderCode( const char *pBuf );
|
||
|
void StrcatToALUCode( const char *pBuf );
|
||
|
void StrcatToParamCode( const char *pBuf );
|
||
|
void StrcatToAttribCode( const char *pBuf );
|
||
|
void PrintToBufWithIndents( CUtlBuffer &buf, const char *pFormat, ... );
|
||
|
|
||
|
// This helps write the token hex codes into the output stream for debugging.
|
||
|
void AddTokenHexCodeToBuffer( char *pBuffer, int nSize, int nLastStrlen );
|
||
|
void RecordInputAndOutputPositions();
|
||
|
void AddTokenHexCode();
|
||
|
|
||
|
// Utilities for decoding tokens in to strings according to ASM syntax
|
||
|
void PrintOpcode( uint32 inst, char* buff, int nBufLen );
|
||
|
|
||
|
// fSemanticFlags is SEMANTIC_INPUT or SEMANTIC_OUTPUT.
|
||
|
void PrintUsageAndIndexToString( uint32 dwToken, char* strUsageUsageIndexName, int nBufLen, int fSemanticFlags );
|
||
|
CUtlString GetUsageAndIndexString( uint32 dwToken, int fSemanticFlags );
|
||
|
CUtlString GetParameterString( uint32 dwToken, uint32 dwSourceOrDest, bool bForceScalarSource, int *pARLDestReg );
|
||
|
const char* GetGLSLOperatorString( uint32 inst );
|
||
|
|
||
|
void PrintParameterToString ( uint32 dwToken, uint32 dwSourceOrDest, char *pRegisterName, int nBufLen, bool bForceScalarSource, int *pARLDestReg );
|
||
|
|
||
|
void InsertMoveFromAddressRegister( CUtlBuffer *pCode, int nARLComp0, int nARLComp1, int nARLComp2 = ARL_DEST_NONE );
|
||
|
void InsertMoveInstruction( CUtlBuffer *pCode, int nARLComponent );
|
||
|
void FlagIndirectRegister( uint32 dwToken, int *pARLDestReg );
|
||
|
|
||
|
// Utilities for decoding tokens in to strings according to GLSL syntax
|
||
|
bool OpenIntrinsic( uint32 inst, char* buff, int nBufLen, uint32 destDimension, uint32 nArgumentDimension );
|
||
|
void PrintIndentation( char *pBuf, int nBufLen );
|
||
|
|
||
|
uint32 MaintainAttributeMap( uint32 dwToken, uint32 dwRegToken );
|
||
|
|
||
|
CUtlString FixGLSLSwizzle( const char *pDestRegisterName, const char *pSrcRegisterName );
|
||
|
void WriteGLSLCmp( const char *pDestReg, const char *pSrc0Reg, const char *pSrc1Reg, const char *pSrc2Reg );
|
||
|
void WriteGLSLSamplerDefinitions();
|
||
|
void WriteGLSLOutputVariableAssignments();
|
||
|
void WriteGLSLInputVariableAssignments();
|
||
|
void NoteTangentInputUsed();
|
||
|
|
||
|
void Handle_DCL();
|
||
|
void Handle_DEF();
|
||
|
void Handle_DEFIB( uint32 nInstruction );
|
||
|
void Handle_MAD( uint32 nInstruction );
|
||
|
void Handle_DP2ADD();
|
||
|
void Handle_SINCOS();
|
||
|
void Handle_LRP( uint32 nInstruction );
|
||
|
void Handle_TEX( uint32 dwToken, bool bIsTexLDL );
|
||
|
void Handle_TexLDD( uint32 nInstruction );
|
||
|
void Handle_TexCoord();
|
||
|
void Handle_UnaryOp( uint32 nInstruction );
|
||
|
void Handle_BREAKC( uint32 dwToken );
|
||
|
void HandleBinaryOp_GLSL( uint32 nInstruction );
|
||
|
void HandleBinaryOp_ASM( uint32 nInstruction );
|
||
|
void Handle_CMP();
|
||
|
void Handle_NRM();
|
||
|
void Handle_DeclarativeNonDclOp( uint32 nInstruction );
|
||
|
|
||
|
public:
|
||
|
D3DToGL();
|
||
|
|
||
|
int TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bool *bVertexShader, uint32 options, int32 nShadowDepthSamplerMask, uint32 nCentroidMask, char *debugLabel );
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // DX9_ASM_TO_GL_2_H
|