using System; using System.Collections.Generic; using System.Text; using System.Linq; using TwoMGFX.TPGParser; namespace TwoMGFX { internal partial class ShaderData { public static ShaderData CreateGLSL(byte[] byteCode, bool isVertexShader, List cbuffers, int sharedIndex, Dictionary samplerStates, bool debug) { var dxshader = new ShaderData(isVertexShader, sharedIndex, byteCode); // Use MojoShader to convert the HLSL bytecode to GLSL. var parseDataPtr = MojoShader.NativeMethods.MOJOSHADER_parse ( "glsl", byteCode, byteCode.Length, IntPtr.Zero, 0, IntPtr.Zero, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero); var parseData = MarshalHelper.Unmarshal (parseDataPtr); if (parseData.error_count > 0) { var errors = MarshalHelper.UnmarshalArray ( parseData.errors, parseData.error_count ); throw new Exception (errors [0].error); } // Conver the attributes. // // TODO: Could this be done using DX shader reflection? // { var attributes = MarshalHelper.UnmarshalArray ( parseData.attributes, parseData.attribute_count); dxshader._attributes = new Attribute[attributes.Length]; for (var i = 0; i < attributes.Length; i++) { dxshader._attributes [i].name = attributes [i].name; dxshader._attributes [i].index = attributes [i].index; dxshader._attributes [i].usage = EffectObject.ToXNAVertexElementUsage (attributes [i].usage); } } var symbols = MarshalHelper.UnmarshalArray ( parseData.symbols, parseData.symbol_count); //try to put the symbols in the order they are eventually packed into the uniform arrays //this /should/ be done by pulling the info from mojoshader Array.Sort (symbols, delegate(MojoShader.MOJOSHADER_symbol a, MojoShader.MOJOSHADER_symbol b) { uint va = a.register_index; if (a.info.elements == 1) va += 1024; //hax. mojoshader puts array objects first uint vb = b.register_index; if (b.info.elements == 1) vb += 1024; return va.CompareTo (vb); } );//(a, b) => ((int)(a.info.elements > 1))a.register_index.CompareTo(b.register_index)); // NOTE: It seems the latest versions of MojoShader only // output vec4 register sets. We leave the code below, but // the runtime has been optimized for this case. // For whatever reason the register indexing is // incorrect from MojoShader. { uint bool_index = 0; uint float4_index = 0; uint int4_index = 0; for (var i = 0; i < symbols.Length; i++) { switch (symbols [i].register_set) { case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL: symbols [i].register_index = bool_index; bool_index += symbols [i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4: symbols [i].register_index = float4_index; float4_index += symbols[i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4: symbols [i].register_index = int4_index; int4_index += symbols [i].register_count; break; } } } // Get the samplers. var samplers = MarshalHelper.UnmarshalArray ( parseData.samplers, parseData.sampler_count); dxshader._samplers = new Sampler[samplers.Length]; for (var i = 0; i < samplers.Length; i++) { // We need the original sampler name... look for that in the symbols. var originalSamplerName = symbols.First(e => e.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_SAMPLER && e.register_index == samplers[i].index ).name; var sampler = new Sampler { //sampler mapping to parameter is unknown atm parameter = -1, // GLSL needs the MojoShader mangled sampler name. samplerName = samplers[i].name, // By default use the original sampler name for the parameter name. parameterName = originalSamplerName, textureSlot = samplers[i].index, samplerSlot = samplers[i].index, type = samplers[i].type, }; SamplerStateInfo state; if (samplerStates.TryGetValue(originalSamplerName, out state)) { sampler.state = state.State; sampler.parameterName = state.TextureName ?? originalSamplerName; } // Store the sampler. dxshader._samplers[i] = sampler; } // Gather all the parameters used by this shader. var symbol_types = new [] { new { name = dxshader.IsVertexShader ? "vs_uniforms_bool" : "ps_uniforms_bool", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_ivec4" : "ps_uniforms_ivec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_vec4" : "ps_uniforms_vec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4, }, }; var cbuffer_index = new List (); for (var i = 0; i < symbol_types.Length; i++) { var cbuffer = new ConstantBufferData (symbol_types [i].name, symbol_types [i].set, symbols); if (cbuffer.Size == 0) continue; var match = cbuffers.FindIndex (e => e.SameAs (cbuffer)); if (match == -1) { cbuffer_index.Add (cbuffers.Count); cbuffers.Add (cbuffer); } else cbuffer_index.Add (match); } dxshader._cbuffers = cbuffer_index.ToArray (); var glslCode = parseData.output; // TODO: This sort of sucks... why does MojoShader not produce // code valid for GLES out of the box? // GLES platforms do not like this. glslCode = glslCode.Replace ("#version 110", ""); // Add the required precision specifiers for GLES. var floatPrecision = dxshader.IsVertexShader ? "precision highp float;\r\n" : "precision mediump float;\r\n"; glslCode = "#ifdef GL_ES\r\n" + floatPrecision + "precision mediump int;\r\n" + "#endif\r\n" + glslCode; // Enable standard derivatives extension as necessary if ((glslCode.IndexOf("dFdx", StringComparison.InvariantCulture) >= 0) || (glslCode.IndexOf("dFdy", StringComparison.InvariantCulture) >= 0)) { glslCode = "#extension GL_OES_standard_derivatives : enable\r\n" + glslCode; } // Store the code for serialization. dxshader.ShaderCode = Encoding.ASCII.GetBytes (glslCode); return dxshader; } } }