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();; }
public static string ConvertToGLSL (ByteArray agal) { 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 0x17: // m33 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? break; case 0x18: // m44 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); break; 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 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 0x12: // dp3 sr1.sourceMask = sr2.sourceMask = 7; // adjust dest 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 dest 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 0x8: // frc sb.AppendFormat("{0} = fract({1}); // frc", 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 0x0E: // normalize sb.AppendFormat("{0} = normalize({1}); // normalize", dr.ToGLSL(), sr1.ToGLSL() ); map.Add(dr, RegisterUsage.Vector4); map.Add(sr1, RegisterUsage.Vector4); break; case 0x27: // kill / discard sb.AppendFormat("// if ({0} > 0.0) 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); 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)); glsl.AppendLine("void main() {"); glsl.Append (map.ToGLSL(true)); glsl.Append(sb.ToString()); glsl.AppendLine("}"); System.Console.WriteLine(glsl); return glsl.ToString();; }