#include "stdafx.h" #include "GLCommonDecompiler.h" std::string getFloatTypeNameImpl(size_t elementCount) { switch (elementCount) { default: abort(); case 1: return "float"; case 2: return "vec2"; case 3: return "vec3"; case 4: return "vec4"; } } std::string getFunctionImpl(FUNCTION f) { switch (f) { default: abort(); case FUNCTION::FUNCTION_DP2: return "vec4(dot($0.xy, $1.xy))"; case FUNCTION::FUNCTION_DP2A: return "vec4(dot($0.xy, $1.xy) + $2.x)"; case FUNCTION::FUNCTION_DP3: return "vec4(dot($0.xyz, $1.xyz))"; case FUNCTION::FUNCTION_DP4: return "vec4(dot($0, $1))"; case FUNCTION::FUNCTION_DPH: return "vec4(dot(vec4($0.xyz, 1.0), $1))"; case FUNCTION::FUNCTION_SFL: return "vec4(0., 0., 0., 0.)"; case FUNCTION::FUNCTION_STR: return "vec4(1., 1., 1., 1.)"; case FUNCTION::FUNCTION_FRACT: return "fract($0)"; case FUNCTION::FUNCTION_REFL: return "vec4($0 - 2.0 * (dot($0, $1)) * $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D: return "texture($t, $0.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_PROJ: return "textureProj($t, $0.x, $1.x)"; // Note: $1.x is bias case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD: return "textureLod($t, $0.x, $1.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD: return "textureGrad($t, $0.x, $1.x, $2.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D: return "texture($t, $0.xy * $t_coord_scale)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ: return "textureProj($t, $0 , $1.x)"; // Note: $1.x is bias case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD: return "textureLod($t, $0.xy * $t_coord_scale, $1.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD: return "textureGrad($t, $0.xy * $t_coord_scale , $1.xy, $2.xy)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE: return "texture($t, $0.xyz)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ: return "texture($t, ($0.xyz / $0.w))"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD: return "textureLod($t, $0.xyz, $1.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD: return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D: return "texture($t, $0.xyz)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_PROJ: return "textureProj($t, $0.xyzw, $1.x)"; // Note: $1.x is bias case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_LOD: return "textureLod($t, $0.xyz, $1.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_GRAD: return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)"; case FUNCTION::FUNCTION_DFDX: return "dFdx($0)"; case FUNCTION::FUNCTION_DFDY: return "dFdy($0)"; case FUNCTION::FUNCTION_VERTEX_TEXTURE_FETCH2D: return "textureLod($t, $0.xy, 0)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA: return "texture2DReconstruct($t, $0.xy)"; } } std::string compareFunctionImpl(COMPARE f, const std::string &Op0, const std::string &Op1) { switch (f) { case COMPARE::FUNCTION_SEQ: return "equal(" + Op0 + ", " + Op1 + ")"; case COMPARE::FUNCTION_SGE: return "greaterThanEqual(" + Op0 + ", " + Op1 + ")"; case COMPARE::FUNCTION_SGT: return "greaterThan(" + Op0 + ", " + Op1 + ")"; case COMPARE::FUNCTION_SLE: return "lessThanEqual(" + Op0 + ", " + Op1 + ")"; case COMPARE::FUNCTION_SLT: return "lessThan(" + Op0 + ", " + Op1 + ")"; case COMPARE::FUNCTION_SNE: return "notEqual(" + Op0 + ", " + Op1 + ")"; } fmt::throw_exception("Unknown compare function" HERE); } void insert_glsl_legacy_function(std::ostream& OS) { OS << "vec4 lit_legacy(vec4 val)"; OS << "{\n"; OS << " vec4 clamped_val = val;\n"; OS << " clamped_val.x = max(val.x, 0);\n"; OS << " clamped_val.y = max(val.y, 0);\n"; OS << " vec4 result;\n"; OS << " result.x = 1.0;\n"; OS << " result.w = 1.;\n"; OS << " result.y = clamped_val.x;\n"; OS << " result.z = clamped_val.x > 0.0 ? exp(clamped_val.w * log(max(clamped_val.y, 1.E-10))) : 0.0;\n"; OS << " return result;\n"; OS << "}\n\n"; //NOTE: We lose precision if we just store depth value into 8-bit textures i.e (depth, 0, 0) OS << "vec4 texture2DReconstruct(sampler2D tex, vec2 coord)\n"; OS << "{\n"; OS << " float depth_value = texture(tex, coord.xy).r;\n"; OS << " uint value = uint(depth_value * 16777215);\n"; OS << " uint b = (value & 0xff);\n"; OS << " uint g = (value >> 8) & 0xff;\n"; OS << " uint r = (value >> 16) & 0xff;\n"; OS << " return vec4(float(r)/255., float(g)/255., float(b)/255., 1.);\n"; OS << "}\n\n"; }