RetroArch/tools/cg2xml.py
2013-01-04 20:35:30 +01:00

343 lines
11 KiB
Python
Executable File

#!/usr/bin/env python3
"""
Python 3 script which converts simple RetroArch Cg shaders to modern XML/GLSL format.
Author: Hans-Kristian Arntzen (Themaister)
License: Public domain
"""
import sys
import os
import errno
import subprocess
batch_mode = False
def log(*arg):
if not batch_mode:
print(*arg)
def remove_comments(source_lines):
ret = []
killed_comments = [line.split('//')[0] for line in source_lines]
for i in filter(lambda line: len(line) > 0, killed_comments):
ret.append(i)
return ret
def keep_line_if(func, lines):
ret = []
for i in filter(func, lines):
ret.append(i)
return ret
def replace_global_vertex(source):
replace_table = [
('POSITION', 'rubyVertexCoord'),
('TEXCOORD0', 'rubyTexCoord'),
('TEXCOORD', 'rubyTexCoord'),
('uniform vec4 _modelViewProj1[4]', 'uniform mat4 rubyMVPMatrix'),
('_modelViewProj1', 'rubyMVPMatrix'),
('rubyMVPMatrix[0]', 'rubyMVPMatrix_[0]'),
('rubyMVPMatrix[1]', 'rubyMVPMatrix_[1]'),
('rubyMVPMatrix[2]', 'rubyMVPMatrix_[2]'),
('rubyMVPMatrix[3]', 'rubyMVPMatrix_[3]'),
('_IN1._video_size', 'rubyInputSize'),
('_IN1._texture_size', 'rubyTextureSize'),
('_IN1._output_size', 'rubyOutputSize'),
('input', 'input_dummy'), # 'input' is reserved in GLSL.
('output', 'output_dummy'), # 'output' is reserved in GLSL.
]
for replacement in replace_table:
source = source.replace(replacement[0], replacement[1])
return source
def translate_varyings(varyings, source):
dictionary = {}
for varying in varyings:
for line in source:
if (varying in line) and ('//var' in line):
log('Found line for', varying + ':', line)
dictionary[varying] = line.split(':')[0].split('.')[-1].strip()
break
return dictionary
def destructify_varyings(source):
# We have to change varying structs that Cg support to single varyings for GL. Varying structs aren't supported until later versions
# of GLSL.
struct_types = []
for line in source:
if 'struct' in line:
struct_types.append(line.split(' ')[1])
log('Struct types:', struct_types)
last_struct_decl_line = 0
varyings = []
varyings_name = []
# Find all varyings in structs and make them "global" varyings.
for struct in struct_types:
for i, line in enumerate(source):
if 'struct ' + struct in line:
j = i + 1
while (j < len(source)) and ('};' not in source[j]):
j += 1
varyings.extend(['varying ' + string for string in source[i + 1 : j]])
names = [string.strip().split(' ')[1].split(';')[0].strip() for string in source[i + 1 : j]]
varyings_name.extend(names)
log('Found elements in struct', struct + ':', names)
last_struct_decl_line = j
varyings_tmp = varyings
varyings = []
variables = []
# Don't include useless varyings like IN.video_size, IN.texture_size, etc as they are not actual varyings ...
for i in filter(lambda v: ('_video_size' not in v) and ('_texture_size' not in v) and '_output_size' not in v, varyings_tmp):
varyings.append(i)
# Find any global variable struct that is supposed to be the output varying, and redirect all references to it to
# the actual varyings we just declared ...
# Globals only come before main() ...
# Make sure to only look after all struct declarations as there might be overlap.
for line in source[last_struct_decl_line:]:
if 'void main()' in line:
break
for struct in struct_types:
if struct in line:
variable = line.split(' ')[1].split(';')[0]
log('Found struct variable for', struct + ':', variable)
variables.append(variable)
varyings_dict = translate_varyings(varyings_name, source)
log('Varyings dict:', varyings_dict)
# Append all varyings. Keep the structs as they might be used as regular values.
for varying in varyings:
source.insert(1, varying)
# Replace struct access with global access, e.g. (_co1._c00 => _c00)
# Also replace mangled Cg name with 'real' name.
for index, _ in enumerate(source):
for variable in variables:
source[index] = source[index].replace(variable + '.', '');
for index, _ in enumerate(source):
for varying_name in varyings_name:
if varying_name in varyings_dict:
source[index] = source[index].replace(varying_name, varyings_dict[varying_name])
return source
def hack_source_vertex(source):
transpose_index = 2
code_index = 0
for index, line in enumerate(source):
if 'void main()' in line:
source.insert(index + 2, ' mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);') # transpose() is GLSL 1.20+, doesn't exist in GLSL ES 1.0
source.insert(index, 'uniform mediump vec2 rubyInputSize;')
source.insert(index, 'uniform mediump vec2 rubyTextureSize;')
source.insert(index, 'uniform mediump vec2 rubyOutputSize;')
source.insert(index, """
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
""")
break
source = destructify_varyings(source)
return source
def replace_global_fragment(source):
replace_table = [
('_IN1._video_size', 'rubyInputSize'),
('_IN1._texture_size', 'rubyTextureSize'),
('_IN1._output_size', 'rubyOutputSize'),
('input', 'input_dummy'),
('output', 'output_dummy'), # 'output' is reserved in GLSL.
]
for replacement in replace_table:
source = source.replace(replacement[0], replacement[1])
return source
def hack_source_fragment(source):
for index, line in enumerate(source):
if 'void main()' in line:
source.insert(index, 'uniform mediump vec2 rubyInputSize;')
source.insert(index, 'uniform mediump vec2 rubyTextureSize;')
source.insert(index, 'uniform mediump vec2 rubyOutputSize;')
break
for line in source:
if ('TEXUNIT0' in line) and ('semantic' not in line):
sampler = line.split(':')[2].split(' ')[1]
log('Fragment: Sampler:', sampler)
break
ret = []
for line in source:
ret.append(line.replace(sampler, 'rubyTexture'))
ret = destructify_varyings(ret)
return ret
def validate_shader(source, target):
command = ['cgc', '-noentry', '-ogles']
p = subprocess.Popen(command, stdin = subprocess.PIPE, stdout = subprocess.PIPE, stderr = subprocess.PIPE)
stdout_ret, stderr_ret = p.communicate(source.encode())
log('Shader:')
log('===')
log(source)
log('===')
log('CGC:', stderr_ret.decode())
return p.returncode == 0
def convert(source, dest):
vert_cmd = ['cgc', '-profile', 'glesv', '-entry', 'main_vertex', source]
p = subprocess.Popen(vert_cmd, stderr = subprocess.PIPE, stdout = subprocess.PIPE)
vertex_source, stderr_ret = p.communicate()
log(stderr_ret.decode())
vertex_source = vertex_source.decode()
if p.returncode != 0:
log('Vertex compilation failed ...')
return 1
frag_cmd = ['cgc', '-profile', 'glesf', '-entry', 'main_fragment', source]
p = subprocess.Popen(frag_cmd, stderr = subprocess.PIPE, stdout = subprocess.PIPE)
fragment_source, stderr_ret = p.communicate()
log(stderr_ret.decode())
fragment_source = fragment_source.decode()
if p.returncode != 0:
log('Vertex compilation failed ...')
return 1
vertex_source = replace_global_vertex(vertex_source)
fragment_source = replace_global_fragment(fragment_source)
vertex_source = vertex_source.split('\n')
fragment_source = fragment_source.split('\n')
# Cg think we're using row-major matrices, but we're using column major.
# Also, Cg tends to compile matrix multiplications as dot products in GLSL.
# Hack in a fix for this.
vertex_source = hack_source_vertex(vertex_source)
fragment_source = hack_source_fragment(fragment_source)
# We compile to GLES, but we really just want modern GL ...
vertex_source = keep_line_if(lambda line: 'precision' not in line, vertex_source)
fragment_source = keep_line_if(lambda line: 'precision' not in line, fragment_source)
# Kill all comments. Cg adds lots of useless comments.
# Remove first line. It contains the name of the cg program.
vertex_source = remove_comments(vertex_source[1:])
fragment_source = remove_comments(fragment_source[1:])
out_vertex = '\n'.join(vertex_source)
out_fragment = '\n'.join(['#ifdef GL_ES', 'precision mediump float;', '#endif'] + fragment_source)
if not validate_shader(out_vertex, 'glesv'):
log('Vertex shader does not compile ...')
return 1
if not validate_shader(out_fragment, 'glesf'):
log('Fragment shader does not compile ...')
return 1
with open(dest, 'w') as f:
f.write('<?xml version="1.0" encoding="UTF-8"?>\n')
f.write('<!-- XML/GLSL shader autogenerated by cg2xml.py -->\n')
f.write('<shader language="GLSL" style="GLES2">\n')
f.write(' <vertex><![CDATA[\n')
f.write(out_vertex)
f.write('\n')
f.write(' ]]></vertex>\n')
f.write(' <fragment><![CDATA[\n')
f.write(out_fragment)
f.write('\n')
f.write(' ]]></fragment>\n')
f.write('</shader>\n')
return 0
def main():
if len(sys.argv) != 3:
print('Usage: {} prog.cg prog.shader'.format(sys.argv[0]))
print('Batch mode usage: {} cg-dir out-xml-shader-dir'.format(sys.argv[0]))
return 1
if os.path.isdir(sys.argv[1]):
global batch_mode
batch_mode = True
try:
os.makedirs(sys.argv[2])
except OSError as e:
if e.errno != errno.EEXIST:
raise
failed_cnt = 0
success_cnt = 0
failed_files = []
for dirname, _, filenames in os.walk(sys.argv[1]):
for source in filter(lambda path: 'cg' == path.split('.')[-1], [os.path.join(dirname, filename) for filename in filenames]):
dest = os.path.join(sys.argv[2], source.replace(sys.argv[1], '')[1:]).replace('.cg', '.shader')
dirpath = os.path.split(dest)[0]
print('Dirpath:', dirpath)
if not os.path.isdir(dirpath):
try:
os.makedirs(dirpath)
except OSError as e:
if e.errno != errno.EEXIST:
raise
try:
ret = convert(source, dest)
print(source, '->', dest, '...', 'suceeded!' if ret == 0 else 'failed!')
if ret == 0:
success_cnt += 1
else:
failed_cnt += 1
failed_files.append(source)
except Exception as e:
print(e)
failed_files.append(source)
failed_cnt += 1
print(success_cnt, 'shaders converted successfully.')
print(failed_cnt, 'shaders failed.')
if failed_cnt > 0:
print('Failed shaders:')
for path in failed_files:
print(path)
else:
source = sys.argv[1]
dest = sys.argv[2]
sys.exit(convert(source, dest))
if __name__ == '__main__':
sys.exit(main())