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We describe, here, the already converted productions between HLSL and GLSL.

# Direct Token Mapping

# Others Mappings

# Column Major or Row Major?

HLSL and GLSL matrices are both column major, but elements are accessed in this way:
## HLSL

matrix[0] returns the first row.

## GLSL

GLSL matrix[0] is the first column.

# Semantic Params

There are no Semantic Params in GLSL. The variables that have semantical behavior must be replaced by declared variables. For example:

must be changed to

# Intrinsic Functions that are not supported by GLSL

# HLSL Attributes Reference (Xbox 360)

This attributes are for shaders developed for Xbox360, thus, GLSL does not support them.

HLSL | GLSL | HLSL | GLSL | |
---|---|---|---|---|

#elseif | #elif | float2x2 | mat2x2 | |

float2 | vec2 | float2x3 | mat2x3 | |

float3 | vec3 | float2x4 | mat2x4 | |

float4 | vec4 | float3x2 | mat3x2 | |

bool2 | bvec2 | float3x3 | mat3x3 | |

bool3 | bvec3 | float3x4 | mat3x4 | |

bool4 | bvec4 | float4x2 | mat4x2 | |

int2 | ivec2 | float4x3 | mat4x3 | |

int3 | ivec3 | float4x4 | mat4x4 | |

int4 | ivec4 | tex2D | texture2D | |

half2 | ivec2 | |||

half3 | ivec3 | |||

half4 | ivec4 |

- #include: The pre-processing tag
*#include*imports another file into the line where the tag is declared. Since GLSL does not have this feature, we need to import and parse that file. - GLSL * operator between matrices, is the standard linear algebra matrix multiplication, while in HLSL is a component wise multiplication.
- Looks like HLSL cross params are backwards to what you had expect cross(T,N) equates to NxT, not TxN.
- GLSL doesn't support varying and uniform variables declared inside the parameters of a main function. They must be outside, like global vars.
- GLSL doesn't support two or more main functions in a file.
- Every GLSL file must have a main function with no arguments.
- GLSL does not support an 'f' after a float number (e.g. 1.0f).

float4x4 = // [row][column] [0][0], [0][1], [0][2], [0][3] [1][0], [1][1], [1][2], [1][3] [2][0], [2][1], [2][2], [2][3] [3][0], [3][1], [3][2], [3][3]

float2x2 ( 0, 0, // row 1 2, 2 // row 2)

int1x1 iMatrix; // integer matrix with 1 row, 1 column int4x1 iMatrix; // integer matrix with 4 rows, 1 column int1x4 iMatrix; // integer matrix with 1 row, 4 columns double3x3 dMatrix; // double matrix with 3 rows, 3 columns

matrix[0] returns the first row.

float4x4 = // [column][row] [0][0], [0][1], [0][2], [0][3] [1][0], [1][1], [1][2], [1][3] [2][0], [2][1], [2][2], [2][3] [3][0], [3][1], [3][2], [3][3]

mat2(float, float, // first column float, float); // second column

GLSL matrix[0] is the first column.

float4 oColor : Color

must be changed to

gl_FragColor

asuint | round |

clip | saturate |

cosh | sincos |

D3DCOLORtoUBYTE4 | sinh |

determinant | tanh |

frexp | tex1Dbias |

GetRenderTargetSampleCount | tex1Dgrad |

GetRenderTargetSamplePosition | tex2Dbias |

isfinite | tex2Dgrad |

isinf | tex3Dbias |

isnan | tex3Dgrad |

ldexp | texCUBEbias |

lerp | texCUBEgrad |

lit | transpose |

log10 | trunc |

modf |

branch | maxtempreg |

call | noExpressionOptimizations |

flatten | predicateBlock |

ifAll | reduceTempRegUsage |

ifAny | removeUnusedInputs |

isolate | sampreg |

loop | unroll |

maxexports | unused |

maxInstructionCount |

Last edited Jul 9, 2008 at 1:32 PM by bellaver, version 61