Counter Strike : Global Offensive Source Code
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//------------------------------------------------------------------------------
// DX9AsmToGL.h
//------------------------------------------------------------------------------
#ifndef DX9_ASM_TO_GL_H
#define DX9_ASM_TO_GL_H
#define DISASM_OK 0
#define DISASM_ERROR 1
#define MAX_SHADER_CONSTANTS 512
// option bits
#define D3DToGL_OptionUseEnvParams 0x01
#define D3DToGL_OptionDoFixupZ 0x02 // add insts to put Z in the right interval for GL
#define D3DToGL_OptionDoFixupY 0x04 // add insts to flip the Y over for GL
#define D3DToGL_OptionDoUserClipPlanes 0x08 // include OPTION vertex_program_2 and append DP4's to write into oCLP[0] and oCLP[1]
#define D3DToGL_OptionSpew 0x80000000
class D3DToGL_ASM
{
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
// 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;
// Keep track of which temps are used so they can be declared
uint32 m_dwTempUsageMask;
bool m_bOutputColorRegister[2];
bool m_bOutputDepthRegister;
// Track constants so we know how to declare them
bool m_bConstantRegisterReferenced[MAX_SHADER_CONSTANTS];
bool m_bConstantRegisterDefined[MAX_SHADER_CONSTANTS];
// Track sampler types when declared so we can properly decorate TEX instructions
uint32 m_dwSamplerTypes[32];
// Track shadow sampler usage
int m_nShadowDepthSampler;
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];
// GLSL does indentation for readability
int m_NumIndentTabs;
// 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 );
// Utilities for decoding tokens in to strings according to ASM syntax
void PrintOpcode( uint32 inst, char* buff, int nBufLen );
void PrintUsageAndIndexToString( uint32 dwToken, char* strUsageUsageIndexName, int nBufLen, bool bGLSL );
void PrintParameterToString ( uint32 dwToken, uint32 dwSourceOrDest, char *pRegisterName, int nBufLen, bool bGLSL, int *pARLDestReg );
void InsertMoveFromAddressRegister( char *pCode, int nCodeSize, int nARLComp0, int nARLComp1, int nARLComp2 );
void InsertMoveInstruction( char *pCode, int nCodeSize, int nARLComponent );
void FlagIndirectRegister( uint32 dwToken, int *pARLDestReg );
// Utilities for decoding tokens in to strings according to GLSL syntax
void OpenIntrinsic( uint32 inst, char* buff, int nBufLen );
void PrintIndentation( char *pBuf, int nBufLen );
public:
int TranslateShader( uint32* code, char *pDisassembledCode, int nBufLen, bool *bVertexShader, uint32 options, int32 nShadowDepthSampler, char *debugLabel );
};
#endif // DX9_ASM_TO_GL_H