Counter Strike : Global Offensive Source Code
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//------------------------------------------------------------------------------
// 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 HEXCODE_HEADER "// Hex: "
// Option bits
#define D3DToGL_OptionUseEnvParams 0x001
#define D3DToGL_OptionDoFixupZ 0x002 // Add instructions to put Z in the right interval for GL
#define D3DToGL_OptionDoFixupY 0x004 // Add instructions to flip the Y over for GL
#define D3DToGL_OptionDoUserClipPlanes 0x008 // 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_OptionGLSL 0x010 // Output GLSL, rather than ASM
#define D3DToGL_AddHexComments 0x020 // Include hex comments in the code for debugging
#define D3DToGL_PutHexCommentsAfterLines 0x040 // If D3DToGL_AddHexComments is set, this puts the codes to the right, rather than on separate lines
#define D3DToGL_GeneratingDebugText 0x080 // This tells it that we're just getting info for debugging so go easy on asserts and errors
#define D3DToGL_OptionAllowStaticControlFlow 0x100
#define D3DToGL_OptionUseBindableUniforms 0x200 // add "bindable" in front of "vc" / "pc" constant arrays (GLSL only)
#define D3DToGL_OptionSRGBWriteSuffix 0x400 // Tack sRGB conversion suffix on to pixel shaders
#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_bUseBindableUniforms; // set D3DToGL_OptionUseBindableUniforms
bool m_bGenerateSRGBWriteSuffix; // set D3DToGL_OptionSRGBWriteSuffix
// Default: false
// If you set this to true, it'll convert to GLSL instead of GL ASM.
bool m_bGLSL; // set D3DToGL_OptionGLSL
// Default: false
bool m_bAllowStaticControlFlow; // set D3DToGL_OptionAllowStaticControlFlow
// 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;
// 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;
bool m_bOutputColorRegister[2];
bool m_bOutputDepthRegister;
// Declaration of integer and bool constants
uint32 m_dwConstIntUsageMask;
uint32 m_dwConstBoolUsageMask;
// 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_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];
// Register high water mark
uint32 m_nHighestRegister;
// 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];
// Have they used the tangent input semantic (i.e. is g_pTangentAttributeName declared)?
bool m_bTangentInputUsed;
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 );
// 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 NoteTangentInputUsed();
void Handle_DCL();
void Handle_DEF();
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 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 nShadowDepthSampler, uint32 nCentroidMask, char *debugLabel );
};
#endif // DX9_ASM_TO_GL_2_H