コード例 #1
0
        public static string ConvertToGLSL(ByteArray agal, textures.SamplerState[] outSamplers)
        {
            agal.position = 0;

            int magic = agal.readByte();

            if (magic != 0xA0)
            {
                throw new InvalidOperationException("Magic value must be 0xA0, may not be AGAL");
            }

            int version = agal.readInt();

            if (version != 1)
            {
                throw new InvalidOperationException("Version must be 1");
            }

            int shaderTypeId = agal.readByte();

            if (shaderTypeId != 0xA1)
            {
                throw new InvalidOperationException("Shader type id must be 0xA1");
            }

            ProgramType programType = (agal.readByte() == 0) ? ProgramType.Vertex : ProgramType.Fragment;

            var map = new RegisterMap();
            var sb  = new StringBuilder();

            while (agal.position < agal.length)
            {
                // fetch instruction info
                int   opcode  = agal.readInt();
                uint  dest    = (uint)agal.readInt();
                ulong source1 = ReadUInt64(agal);
                ulong source2 = ReadUInt64(agal);
//				sb.Append("\t");
//				sb.AppendFormat("// opcode:{0:X} dest:{1:X} source1:{2:X} source2:{3:X}\n", opcode,
//				                dest, source1, source2);

                // parse registers
                var dr  = DestReg.Parse(dest, programType);
                var sr1 = SourceReg.Parse(source1, programType, dr.mask);
                var sr2 = SourceReg.Parse(source2, programType, dr.mask);

                // switch on opcode and emit GLSL
                sb.Append("\t");
                switch (opcode)
                {
                case 0x00:                 // mov
                    sb.AppendFormat("{0} = {1}; // mov", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x01:                 // add
                    sb.AppendFormat("{0} = {1} + {2}; // add", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x02:                 // sub
                    sb.AppendFormat("{0} = {1} - {2}; // sub", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x03:                 // mul
                    sb.AppendFormat("{0} = {1} * {2}; // mul", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x04:                 // div
                    sb.AppendFormat("{0} = {1} / {2}; // div", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x05:                 // rcp
                    sb.AppendFormat("{0} = vec4(1) / {1}; // rcp (untested)", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x06:                 // min
                    sb.AppendFormat("{0} = min({1}, {2}); // min", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x07:                 // max
                    sb.AppendFormat("{0} = max({1}, {2}); // max", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x08:                 // frc
                    sb.AppendFormat("{0} = fract({1}); // frc", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x09:                 // sqrt
                    sb.AppendFormat("{0} = sqrt({1}); // sqrt", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x0A:                 // rsq
                    sb.AppendFormat("{0} = inversesqrt({1}); // rsq", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x0B:                 // pow
                    sb.AppendFormat("{0} = pow({1}, {2}); // pow", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x0C:                 // log
                    sb.AppendFormat("{0} = log2({1}); // log", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x0D:                 // exp
                    sb.AppendFormat("{0} = exp2({1}); // exp", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x0E:                 // normalize
                    sb.AppendFormat("{0} = normalize({1}); // normalize", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x0F:                 // sin
                    sb.AppendFormat("{0} = sin({1}); // sin", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x10:                 // cos
                    sb.AppendFormat("{0} = cos({1}); // cos", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x11:                               // crs
                    sr1.sourceMask = sr2.sourceMask = 7; // adjust source mask for xyz input to dot product
                    sb.AppendFormat("{0} = cross(vec3({1}), vec3({2})); // crs", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x12:                               // dp3
                    sr1.sourceMask = sr2.sourceMask = 7; // adjust source mask for xyz input to dot product
                    sb.AppendFormat("{0} = dot(vec3({1}), vec3({2})); // dp3", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x13:                                 // dp4
                    sr1.sourceMask = sr2.sourceMask = 0xF; // adjust source mask for xyzw input to dot product
                    sb.AppendFormat("{0} = dot(vec4({1}), vec4({2})); // dp4", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x14:                 // abs
                    sb.AppendFormat("{0} = abs({1}); // abs", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x15:                 // neg
                    sb.AppendFormat("{0} = -{1}; // neg", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x16:                 // saturate
                    sb.AppendFormat("{0} = clamp({1}, 0.0, 1.0); // saturate", dr.ToGLSL(), sr1.ToGLSL());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x17:                 // m33
                {
                    var existingUsage = map.GetUsage(sr2);
                    if (existingUsage != RegisterUsage.Vector4)
                    {
                        sb.AppendFormat("{0} = {1} * mat3({2}); // m33", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(false));
                        map.Add(dr, RegisterUsage.Vector4);
                        map.Add(sr1, RegisterUsage.Vector4);
                        map.Add(sr2, RegisterUsage.Matrix44);                         // 33?
                    }
                    else
                    {
                        // compose the matrix multiply from dot products
                        sr1.sourceMask = sr2.sourceMask = 7;
                        sb.AppendFormat("{0} = vec3(dot({1},{2}), dot({1},{3}), dot({1},{4})); // m33", dr.ToGLSL(), sr1.ToGLSL(true),
                                        sr2.ToGLSL(true, 0),
                                        sr2.ToGLSL(true, 1),
                                        sr2.ToGLSL(true, 2)
                                        );

                        map.Add(dr, RegisterUsage.Vector4);
                        map.Add(sr1, RegisterUsage.Vector4);
                        map.Add(sr2, RegisterUsage.Vector4, 0);
                        map.Add(sr2, RegisterUsage.Vector4, 1);
                        map.Add(sr2, RegisterUsage.Vector4, 2);
                    }
                }
                break;

                case 0x18:                 // m44
                {
                    var existingUsage = map.GetUsage(sr2);
                    if (existingUsage != RegisterUsage.Vector4)
                    {
                        sb.AppendFormat("{0} = {1} * {2}; // m44", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(false));
                        map.Add(dr, RegisterUsage.Vector4);
                        map.Add(sr1, RegisterUsage.Vector4);
                        map.Add(sr2, RegisterUsage.Matrix44);
                    }
                    else
                    {
                        // compose the matrix multiply from dot products
                        sr1.sourceMask = sr2.sourceMask = 0xF;
                        sb.AppendFormat("{0} = vec4(dot({1},{2}), dot({1},{3}), dot({1},{4}, dot({1},{5})); // m44", dr.ToGLSL(), sr1.ToGLSL(true),
                                        sr2.ToGLSL(true, 0),
                                        sr2.ToGLSL(true, 1),
                                        sr2.ToGLSL(true, 2),
                                        sr2.ToGLSL(true, 3)
                                        );

                        map.Add(dr, RegisterUsage.Vector4);
                        map.Add(sr1, RegisterUsage.Vector4);
                        map.Add(sr2, RegisterUsage.Vector4, 0);
                        map.Add(sr2, RegisterUsage.Vector4, 1);
                        map.Add(sr2, RegisterUsage.Vector4, 2);
                        map.Add(sr2, RegisterUsage.Vector4, 3);
                    }
                }
                break;

                case 0x19:                 // m34
                {
                    // prevent w from being written for a m34
                    dr.mask &= 7;

                    var existingUsage = map.GetUsage(sr2);
                    if (existingUsage != RegisterUsage.Vector4)
                    {
                        sb.AppendFormat("{0} = {1} * {2}; // m34", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(false));
                        map.Add(dr, RegisterUsage.Vector4);
                        map.Add(sr1, RegisterUsage.Vector4);
                        map.Add(sr2, RegisterUsage.Matrix44);
                    }
                    else
                    {
                        // compose the matrix multiply from dot products
                        sr1.sourceMask = sr2.sourceMask = 0xF;
                        sb.AppendFormat("{0} = vec3(dot({1},{2}), dot({1},{3}), dot({1},{4}); // m34", dr.ToGLSL(), sr1.ToGLSL(true),
                                        sr2.ToGLSL(true, 0),
                                        sr2.ToGLSL(true, 1),
                                        sr2.ToGLSL(true, 2)
                                        );

                        map.Add(dr, RegisterUsage.Vector4);
                        map.Add(sr1, RegisterUsage.Vector4);
                        map.Add(sr2, RegisterUsage.Vector4, 0);
                        map.Add(sr2, RegisterUsage.Vector4, 1);
                        map.Add(sr2, RegisterUsage.Vector4, 2);
                    }
                }
                break;

                case 0x27:                 // kill /  discard
                    sb.AppendFormat("if (any(lessThan({0}, vec4(0)))) discard;", sr1.ToGLSL());
                    map.Add(sr1, RegisterUsage.Vector4);
                    break;

                case 0x28:                 // tex
                    SamplerReg sampler = SamplerReg.Parse(source2, programType);

                    switch (sampler.d)
                    {
                    case 0:                     // 2d texture
                        sr1.sourceMask = 0x3;
                        sb.AppendFormat("{0} = texture2D({2}, {1}); // tex", dr.ToGLSL(), sr1.ToGLSL(), sampler.ToGLSL());
                        map.Add(sampler, RegisterUsage.Sampler2D);
                        break;

                    case 1:                     // cube texture
                        sr1.sourceMask = 0x7;
                        sb.AppendFormat("{0} = textureCube({2}, {1}); // tex", dr.ToGLSL(), sr1.ToGLSL(), sampler.ToGLSL());
                        map.Add(sampler, RegisterUsage.SamplerCube);
                        break;
                    }
                    //sb.AppendFormat("{0} = vec4(0,1,0,1);", dr.ToGLSL() );
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);

                    if (outSamplers != null)
                    {
                        // add sampler state to output list for caller
                        outSamplers[sampler.n] = sampler.ToSamplerState();
                    }
                    break;

                case 0x29:                                 // sge
                    sr1.sourceMask = sr2.sourceMask = 0xF; // sge only supports vec4
                    sb.AppendFormat("{0} = vec4(greaterThanEqual({1}, {2})){3}; // ste", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x2A:                                 // slt
                    sr1.sourceMask = sr2.sourceMask = 0xF; // slt only supports vec4
                    sb.AppendFormat("{0} = vec4(lessThan({1}, {2})){3}; // slt", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x2C:                                 // seq
                    sr1.sourceMask = sr2.sourceMask = 0xF; // seq only supports vec4
                    sb.AppendFormat("{0} = vec4(equal({1}, {2})){3}; // seq", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                case 0x2D:                                 // sne
                    sr1.sourceMask = sr2.sourceMask = 0xF; // sne only supports vec4
                    sb.AppendFormat("{0} = vec4(notEqual({1}, {2})){3}; // sne", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask());
                    map.Add(dr, RegisterUsage.Vector4);
                    map.Add(sr1, RegisterUsage.Vector4);
                    map.Add(sr2, RegisterUsage.Vector4);
                    break;

                default:
                    //sb.AppendFormat ("unsupported opcode" + opcode);
                    throw new NotSupportedException("Opcode " + opcode);
                }

                sb.AppendLine();
            }


#if PLATFORM_MONOMAC
            var glslVersion = 120;
#elif PLATFORM_MONOTOUCH
            var glslVersion = 100;             // Actually this is glsl 1.20 but in gles it's 1.0
#endif

            // combine parts into final progam
            var glsl = new StringBuilder();
            glsl.AppendFormat("// AGAL {0} shader\n", (programType == ProgramType.Vertex) ? "vertex" : "fragment");
            glsl.AppendFormat("#version {0}\n", glslVersion);
#if PLATFORM_MONOTOUCH
            // Required to set the default precision of vectors
            glsl.Append("precision mediump float;\n");
#endif
            glsl.Append(map.ToGLSL(false));
            if (programType == ProgramType.Vertex)
            {
                // this is needed for flipping render textures upside down
                glsl.AppendLine("uniform vec4 vcPositionScale;");
            }
            glsl.AppendLine("void main() {");
            glsl.Append(map.ToGLSL(true));
            glsl.Append(sb.ToString());

            if (programType == ProgramType.Vertex)
            {
                // this is needed for flipping render textures upside down
                glsl.AppendLine("gl_Position *= vcPositionScale;");
            }
            glsl.AppendLine("}");
            // System.Console.WriteLine(glsl);
            return(glsl.ToString());;
        }
コード例 #2
0
		public static string ConvertToGLSL (ByteArray agal, textures.SamplerState[] outSamplers)
		{
			agal.position = 0;

			int magic = agal.readByte ();
			if (magic != 0xA0) {
				throw new InvalidOperationException ("Magic value must be 0xA0, may not be AGAL");
			}

			int version = agal.readInt ();
			if (version != 1) {
				throw new InvalidOperationException ("Version must be 1");
			}

			int shaderTypeId = agal.readByte ();
			if (shaderTypeId != 0xA1) {
				throw new InvalidOperationException ("Shader type id must be 0xA1");
			}

			ProgramType programType = (agal.readByte () == 0) ? ProgramType.Vertex : ProgramType.Fragment;

			var map = new RegisterMap();
			var sb = new StringBuilder();
			while (agal.position < agal.length) {

				// fetch instruction info
				int opcode = agal.readInt();
				uint dest = (uint)agal.readInt();
				ulong source1 = ReadUInt64(agal);
				ulong source2 = ReadUInt64(agal);
//				sb.Append("\t");
//				sb.AppendFormat("// opcode:{0:X} dest:{1:X} source1:{2:X} source2:{3:X}\n", opcode,
//				                dest, source1, source2);

				// parse registers
				var dr  = DestReg.Parse(dest,programType);
				var sr1 = SourceReg.Parse(source1,programType, dr.mask);
				var sr2 = SourceReg.Parse(source2,programType, dr.mask);

				// switch on opcode and emit GLSL 
				sb.Append("\t");
				switch (opcode)
				{
				case 0x00: // mov
					sb.AppendFormat("{0} = {1}; // mov", dr.ToGLSL(), sr1.ToGLSL()); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;
					
				case 0x01: // add
					sb.AppendFormat("{0} = {1} + {2}; // add", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
					
				case 0x02: // sub
					sb.AppendFormat("{0} = {1} - {2}; // sub", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
					
				case 0x03: // mul
					sb.AppendFormat("{0} = {1} * {2}; // mul", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
					
				case 0x04: // div
					sb.AppendFormat("{0} = {1} / {2}; // div", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;

				case 0x05: // rcp
					sb.AppendFormat("{0} = vec4(1) / {1}; // rcp (untested)", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x06: // min
					sb.AppendFormat("{0} = min({1}, {2}); // min", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
					
				case 0x07: // max
					sb.AppendFormat("{0} = max({1}, {2}); // max", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;

				case 0x08: // frc
					sb.AppendFormat("{0} = fract({1}); // frc", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;
					
				case 0x09: // sqrt
					sb.AppendFormat("{0} = sqrt({1}); // sqrt", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;
					
				case 0x0A: // rsq
					sb.AppendFormat("{0} = inversesqrt({1}); // rsq", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;
					
				case 0x0B: // pow
					sb.AppendFormat("{0} = pow({1}, {2}); // pow", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
				
				case 0x0C: // log
					sb.AppendFormat("{0} = log2({1}); // log", dr.ToGLSL(), sr1.ToGLSL()); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x0D: // exp
					sb.AppendFormat("{0} = exp2({1}); // exp", dr.ToGLSL(), sr1.ToGLSL()); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x0E: // normalize
					sb.AppendFormat("{0} = normalize({1}); // normalize", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x0F: // sin
					sb.AppendFormat("{0} = sin({1}); // sin", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x10: // cos
					sb.AppendFormat("{0} = cos({1}); // cos", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x11: // crs
					sr1.sourceMask = sr2.sourceMask = 7; // adjust source mask for xyz input to dot product
					sb.AppendFormat("{0} = cross(vec3({1}), vec3({2})); // crs", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;

				case 0x12: // dp3
					sr1.sourceMask = sr2.sourceMask = 7; // adjust source mask for xyz input to dot product
					sb.AppendFormat("{0} = dot(vec3({1}), vec3({2})); // dp3", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
					
				case 0x13: // dp4
					sr1.sourceMask = sr2.sourceMask = 0xF; // adjust source mask for xyzw input to dot product
					sb.AppendFormat("{0} = dot(vec4({1}), vec4({2})); // dp4", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;

				case 0x14: // abs
					sb.AppendFormat("{0} = abs({1}); // abs", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x15: // neg
					sb.AppendFormat("{0} = -{1}; // neg", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x16: // saturate
					sb.AppendFormat("{0} = clamp({1}, 0.0, 1.0); // saturate", dr.ToGLSL(), sr1.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x17: // m33
				{
					var existingUsage = map.GetUsage(sr2);
					if (existingUsage != RegisterUsage.Vector4)
					{
						sb.AppendFormat("{0} = {1} * mat3({2}); // m33", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(false) ); 
						map.Add(dr, RegisterUsage.Vector4);
						map.Add(sr1, RegisterUsage.Vector4);
						map.Add(sr2, RegisterUsage.Matrix44); // 33?
					}
					else
					{
                        // compose the matrix multiply from dot products
                        sr1.sourceMask = sr2.sourceMask = 7;
                        sb.AppendFormat("{0} = vec3(dot({1},{2}), dot({1},{3}), dot({1},{4})); // m33", dr.ToGLSL(), sr1.ToGLSL(true), 
                                        sr2.ToGLSL(true,0),
                                        sr2.ToGLSL(true,1), 
                                        sr2.ToGLSL(true,2) 
                                        ); 

                        map.Add(dr, RegisterUsage.Vector4);
						map.Add(sr1, RegisterUsage.Vector4);
						map.Add(sr2, RegisterUsage.Vector4, 0); 
						map.Add(sr2, RegisterUsage.Vector4, 1); 
						map.Add(sr2, RegisterUsage.Vector4, 2); 
					}
				}
					break;

				case 0x18: // m44
				{
					var existingUsage = map.GetUsage(sr2);
					if (existingUsage != RegisterUsage.Vector4)
					{
						sb.AppendFormat("{0} = {1} * {2}; // m44", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(false) ); 
						map.Add(dr, RegisterUsage.Vector4);
						map.Add(sr1, RegisterUsage.Vector4);
						map.Add(sr2, RegisterUsage.Matrix44);
					}
					else
					{
                        // compose the matrix multiply from dot products
                        sr1.sourceMask = sr2.sourceMask = 0xF;
                        sb.AppendFormat("{0} = vec4(dot({1},{2}), dot({1},{3}), dot({1},{4}, dot({1},{5})); // m44", dr.ToGLSL(), sr1.ToGLSL(true), 
                                        sr2.ToGLSL(true,0),
                                        sr2.ToGLSL(true,1), 
                                        sr2.ToGLSL(true,2), 
                                        sr2.ToGLSL(true,3) 
                                        ); 

                        map.Add(dr, RegisterUsage.Vector4);
						map.Add(sr1, RegisterUsage.Vector4);
						map.Add(sr2, RegisterUsage.Vector4, 0); 
						map.Add(sr2, RegisterUsage.Vector4, 1); 
						map.Add(sr2, RegisterUsage.Vector4, 2); 
						map.Add(sr2, RegisterUsage.Vector4, 3); 
					}
				}
					break;

				case 0x19: // m34
				{
					// prevent w from being written for a m34
					dr.mask &= 7;

					var existingUsage = map.GetUsage(sr2);
					if (existingUsage != RegisterUsage.Vector4)
					{
						sb.AppendFormat("{0} = {1} * {2}; // m34", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(false) ); 
						map.Add(dr, RegisterUsage.Vector4);
						map.Add(sr1, RegisterUsage.Vector4);
						map.Add(sr2, RegisterUsage.Matrix44);
					}
					else
					{
                        // compose the matrix multiply from dot products
                        sr1.sourceMask = sr2.sourceMask = 0xF;
                        sb.AppendFormat("{0} = vec3(dot({1},{2}), dot({1},{3}), dot({1},{4}); // m34", dr.ToGLSL(), sr1.ToGLSL(true), 
                                        sr2.ToGLSL(true,0),
                                        sr2.ToGLSL(true,1), 
                                        sr2.ToGLSL(true,2)
                                        ); 

                        map.Add(dr, RegisterUsage.Vector4);
						map.Add(sr1, RegisterUsage.Vector4);
						map.Add(sr2, RegisterUsage.Vector4, 0); 
						map.Add(sr2, RegisterUsage.Vector4, 1); 
						map.Add(sr2, RegisterUsage.Vector4, 2); 
					}
				}
					break;

				case 0x27: // kill /  discard
					sb.AppendFormat("if (any(lessThan({0}, vec4(0)))) discard;", sr1.ToGLSL() ); 
					map.Add(sr1, RegisterUsage.Vector4);
					break;

				case 0x28: // tex
					SamplerReg sampler = SamplerReg.Parse(source2, programType);

					switch (sampler.d)
					{
					case 0: // 2d texture
						sr1.sourceMask = 0x3;
						sb.AppendFormat("{0} = texture2D({2}, {1}); // tex", dr.ToGLSL(), sr1.ToGLSL(), sampler.ToGLSL() ); 
						map.Add(sampler, RegisterUsage.Sampler2D);
						break;
					case 1: // cube texture
						sr1.sourceMask = 0x7;
						sb.AppendFormat("{0} = textureCube({2}, {1}); // tex", dr.ToGLSL(), sr1.ToGLSL(), sampler.ToGLSL() ); 
						map.Add(sampler, RegisterUsage.SamplerCube);
						break;
					}
					//sb.AppendFormat("{0} = vec4(0,1,0,1);", dr.ToGLSL() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);

					if (outSamplers != null)
					{
						// add sampler state to output list for caller
						outSamplers[sampler.n] = sampler.ToSamplerState();
					}
					break;

				case 0x29: // sge
					sr1.sourceMask = sr2.sourceMask = 0xF; // sge only supports vec4
					sb.AppendFormat("{0} = vec4(greaterThanEqual({1}, {2})){3}; // ste", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;

				case 0x2A: // slt
					sr1.sourceMask = sr2.sourceMask = 0xF; // slt only supports vec4
					sb.AppendFormat("{0} = vec4(lessThan({1}, {2})){3}; // slt", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
				
				case 0x2C: // seq
					sr1.sourceMask = sr2.sourceMask = 0xF; // seq only supports vec4
					sb.AppendFormat("{0} = vec4(equal({1}, {2})){3}; // seq", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;
				
				case 0x2D: // sne
					sr1.sourceMask = sr2.sourceMask = 0xF; // sne only supports vec4
					sb.AppendFormat("{0} = vec4(notEqual({1}, {2})){3}; // sne", dr.ToGLSL(), sr1.ToGLSL(), sr2.ToGLSL(), dr.GetWriteMask() ); 
					map.Add(dr, RegisterUsage.Vector4);
					map.Add(sr1, RegisterUsage.Vector4);
					map.Add(sr2, RegisterUsage.Vector4);
					break;

				default:
					//sb.AppendFormat ("unsupported opcode" + opcode);
					throw new NotSupportedException("Opcode " + opcode);
				}

				sb.AppendLine();
			}


#if PLATFORM_MONOMAC
			var glslVersion = 120;
#elif PLATFORM_MONOTOUCH
			var glslVersion = 100; // Actually this is glsl 1.20 but in gles it's 1.0
#endif

			// combine parts into final progam
			var glsl = new StringBuilder();
			glsl.AppendFormat("// AGAL {0} shader\n", (programType == ProgramType.Vertex) ? "vertex" : "fragment");
			glsl.AppendFormat("#version {0}\n", glslVersion);
#if PLATFORM_MONOTOUCH
			// Required to set the default precision of vectors
			glsl.Append("precision mediump float;\n");
#endif
			glsl.Append (map.ToGLSL(false));
			if (programType == ProgramType.Vertex) {
				// this is needed for flipping render textures upside down
				glsl.AppendLine("uniform vec4 vcPositionScale;");
			}
			glsl.AppendLine("void main() {");
			glsl.Append (map.ToGLSL(true));
			glsl.Append(sb.ToString());

			if (programType == ProgramType.Vertex) {
				// this is needed for flipping render textures upside down
				glsl.AppendLine("gl_Position *= vcPositionScale;");
			}
			glsl.AppendLine("}");
			// System.Console.WriteLine(glsl);
			return glsl.ToString();;
		}