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