#!/usr/bin/env python3 """ Python 3 script which converts simple RetroArch Cg shaders to modern GLSL (ES) 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_in(source): split_source = source.split('\n') replace_table = [ ('IN.video_size', 'InputSize'), ('IN.texture_size', 'TextureSize'), ('IN.output_size', 'OutputSize'), ('IN.frame_count', 'FrameCount'), ('IN.frame_direction', 'FrameDirection'), ] for line in split_source: if ('//var' in line) or ('#var' in line): for index, replace in enumerate(replace_table): orig = line.split(' ')[2] if replace[0] == orig: replace_table[index] = (line.split(':')[2].split(' ')[1], replace_table[index][1]) log('Replace globals:', replace_table) for replace in replace_table: if replace[0]: source = source.replace(replace[0], replace[1]) return source def replace_global_vertex(source): source = replace_global_in(source) replace_table = [ ('attribute', 'COMPAT_ATTRIBUTE'), ('varying', 'COMPAT_VARYING'), ('texture2D', 'COMPAT_TEXTURE'), ('POSITION', 'VertexCoord'), ('TEXCOORD1', 'LUTTexCoord'), ('TEXCOORD0', 'TexCoord'), ('TEXCOORD', 'TexCoord'), ('uniform vec4 _modelViewProj1[4];', ''), ('_modelViewProj1', 'MVPMatrix'), ('_IN1._mvp_matrix[0]', 'MVPMatrix[0]'), ('_IN1._mvp_matrix[1]', 'MVPMatrix[1]'), ('_IN1._mvp_matrix[2]', 'MVPMatrix[2]'), ('_IN1._mvp_matrix[3]', 'MVPMatrix[3]'), ('FrameCount', 'float(FrameCount)'), ('FrameDirection', 'float(FrameDirection)'), ('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, direction): dictionary = {} for varying in varyings: for line in source: if (varying in line) and (('//var' in line) or ('#var' in line)) and (direction in line): log('Found line for', varying + ':', line) dictionary[varying] = 'VAR' + line.split(':')[0].split('.')[-1].strip() break return dictionary def no_uniform(elem): banned = [ '_video_size', '_texture_size', '_output_size', '_output_dummy_size', '_frame_count', '_frame_direction', '_mvp_matrix', '_vertex_coord', 'sampler2D' ] for ban in banned: if ban in elem: return False return True def destructify_varyings(source, direction): # We have to change varying structs that Cg support to single varyings for GL. # Varying structs aren't supported until later versions # of GLSL. # Global structs are sometimes used to store temporary data. # Don't try to remove this as it breaks compile. vout_lines = [] for line in source: if (('//var' in line) or ('#var' in line)) and (('$vout.' in line) or ('$vin.' in line)): vout_lines.append(line) struct_types = [] for line in source[1:]: if 'struct' in line: struct_type = line.split(' ')[1] if struct_type not in struct_types: struct_types.append(struct_type) 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 lines = ['COMPAT_VARYING ' + string for string in source[i + 1 : j]] varyings.extend(lines) 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 # Must have explicit uniform sampler2D in struct. for index in range(i, j + 1): if 'sampler2D' in source[index]: source[index] = 'float _placeholder{};'.format(index) 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(no_uniform, 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: decomment_line = line.split('//')[0].strip() if len(decomment_line) == 0: continue variable = decomment_line.split(' ')[1].split(';')[0] # Only redirect if the struct is actually used as vertex output. for vout_line in vout_lines: if variable in vout_line: log('Found struct variable for', struct + ':', variable, 'in line:', line) variables.append(variable) break varyings_dict = translate_varyings(varyings_name, source, direction) 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) log('Variables:', variables) log('Varying names:', varyings_name) # 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: for varying_name in varyings_dict: trans_from = variable + '.' + varying_name trans_to = varyings_dict[varying_name] source[index] = source[index].replace(trans_from, trans_to); 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]) # Replace union . Sometimes we get collision in vertex and fragment. for index, line in enumerate(source): for struct_type in struct_types: line = line.replace('uniform ' + struct_type, struct_type) source[index] = line return source def translate_varying(cg): # Ye, it's ugly as shit. :( #log('Translate:', cg) translations = { 'IN.tex_coord' : 'TexCoord', 'IN.vertex_coord' : 'VertexCoord', 'IN.lut_tex_coord' : 'LUTTexCoord', 'ORIG.tex_coord' : 'OrigTexCoord', 'PREV.tex_coord' : 'PrevTexCoord', 'PREV1.tex_coord' : 'Prev1TexCoord', 'PREV2.tex_coord' : 'Prev2TexCoord', 'PREV3.tex_coord' : 'Prev3TexCoord', 'PREV4.tex_coord' : 'Prev4TexCoord', 'PREV5.tex_coord' : 'Prev5TexCoord', 'PREV6.tex_coord' : 'Prev6TexCoord', 'PASS1.tex_coord' : 'Pass1TexCoord', 'PASS2.tex_coord' : 'Pass2TexCoord', 'PASS3.tex_coord' : 'Pass3TexCoord', 'PASS4.tex_coord' : 'Pass4TexCoord', 'PASS5.tex_coord' : 'Pass5TexCoord', 'PASS6.tex_coord' : 'Pass6TexCoord', 'PASS7.tex_coord' : 'Pass7TexCoord', 'PASS8.tex_coord' : 'Pass8TexCoord', 'PASSPREV2.tex_coord' : 'PassPrev2TexCoord', 'PASSPREV3.tex_coord' : 'PassPrev3TexCoord', 'PASSPREV4.tex_coord' : 'PassPrev4TexCoord', 'PASSPREV5.tex_coord' : 'PassPrev5TexCoord', 'PASSPREV6.tex_coord' : 'PassPrev6TexCoord', 'PASSPREV7.tex_coord' : 'PassPrev7TexCoord', 'PASSPREV8.tex_coord' : 'PassPrev8TexCoord', } if cg in translations: return translations[cg] else: return cg def translate_texture_size(cg): # Ye, it's ugly as shit. :( #log('Translate:', cg) translations = { 'ORIG.texture_size' : 'OrigTextureSize', 'PREV.texture_size' : 'PrevTextureSize', 'PREV1.texture_size' : 'Prev1TextureSize', 'PREV2.texture_size' : 'Prev2TextureSize', 'PREV3.texture_size' : 'Prev3TextureSize', 'PREV4.texture_size' : 'Prev4TextureSize', 'PREV5.texture_size' : 'Prev5TextureSize', 'PREV6.texture_size' : 'Prev6TextureSize', 'PASS1.texture_size' : 'Pass1TextureSize', 'PASS2.texture_size' : 'Pass2TextureSize', 'PASS3.texture_size' : 'Pass3TextureSize', 'PASS4.texture_size' : 'Pass4TextureSize', 'PASS5.texture_size' : 'Pass5TextureSize', 'PASS6.texture_size' : 'Pass6TextureSize', 'PASS7.texture_size' : 'Pass7TextureSize', 'PASS8.texture_size' : 'Pass8TextureSize', 'PASSPREV2.texture_size' : 'PassPrev2TextureSize', 'PASSPREV3.texture_size' : 'PassPrev3TextureSize', 'PASSPREV4.texture_size' : 'PassPrev4TextureSize', 'PASSPREV5.texture_size' : 'PassPrev5TextureSize', 'PASSPREV6.texture_size' : 'PassPrev6TextureSize', 'PASSPREV7.texture_size' : 'PassPrev7TextureSize', 'PASSPREV8.texture_size' : 'PassPrev8TextureSize', 'ORIG.video_size' : 'OrigInputSize', 'PREV.video_size' : 'PrevInputSize', 'PREV1.video_size' : 'Prev1InputSize', 'PREV2.video_size' : 'Prev2InputSize', 'PREV3.video_size' : 'Prev3InputSize', 'PREV4.video_size' : 'Prev4InputSize', 'PREV5.video_size' : 'Prev5InputSize', 'PREV6.video_size' : 'Prev6InputSize', 'PASS1.video_size' : 'Pass1InputSize', 'PASS2.video_size' : 'Pass2InputSize', 'PASS3.video_size' : 'Pass3InputSize', 'PASS4.video_size' : 'Pass4InputSize', 'PASS5.video_size' : 'Pass5InputSize', 'PASS6.video_size' : 'Pass6InputSize', 'PASS7.video_size' : 'Pass7InputSize', 'PASS8.video_size' : 'Pass8InputSize', 'PASSPREV2.video_size' : 'PassPrev2InputSize', 'PASSPREV3.video_size' : 'PassPrev3InputSize', 'PASSPREV4.video_size' : 'PassPrev4InputSize', 'PASSPREV5.video_size' : 'PassPrev5InputSize', 'PASSPREV6.video_size' : 'PassPrev6InputSize', 'PASSPREV7.video_size' : 'PassPrev7InputSize', 'PASSPREV8.video_size' : 'PassPrev8InputSize', } if cg in translations: return translations[cg] else: return cg def replace_varyings(source): ret = [] translations = [] attribs = [] uniforms = [] for index, line in enumerate(source): if (('//var' in line) or ('#var' in line)) and ('$vin.' in line): orig = line.split(' ')[2] translated = translate_varying(orig) if translated != orig and translated not in attribs: cg_attrib = line.split(':')[2].split(' ')[1] if len(cg_attrib.strip()) > 0: translations.append((cg_attrib, translated)) attribs.append(translated) elif ('//var' in line) or ('#var' in line): orig = line.split(' ')[2] translated = translate_texture_size(orig) if translated != orig and translated not in uniforms: cg_uniform = line.split(':')[2].split(' ')[1] if len(cg_uniform.strip()) > 0: translations.append((cg_uniform, translated)) uniforms.append(translated) for index, line in enumerate(source): if 'void main()' in line: for attrib in attribs: if attrib == 'VertexCoord': source.insert(index, 'COMPAT_ATTRIBUTE vec4 ' + attrib + ';') else: source.insert(index, 'COMPAT_ATTRIBUTE vec2 ' + attrib + ';') for uniform in uniforms: source.insert(index, 'uniform COMPAT_PRECISION vec2 ' + uniform + ';') break for line in source: for trans in translations: line = line.replace(trans[0], trans[1]) ret.append(line) return ret def hack_source_vertex(source): ref_index = 0 for index, line in enumerate(source): if 'void main()' in line: source.insert(index, 'uniform COMPAT_PRECISION vec2 InputSize;') source.insert(index, 'uniform COMPAT_PRECISION vec2 TextureSize;') source.insert(index, 'uniform COMPAT_PRECISION vec2 OutputSize;') source.insert(index, 'uniform int FrameCount;') source.insert(index, 'uniform int FrameDirection;') source.insert(index, 'uniform mat4 MVPMatrix;') ref_index = index break # Fix samplers in vertex shader (supported by GLSL). translations = [] added_samplers = [] translated_samplers = [] struct_texunit0 = False # If True, we have to append uniform sampler2D Texture manually ... for line in source: if ('TEXUNIT0' in line) and ('semantic' not in line): main_sampler = (line.split(':')[2].split(' ')[1], 'Texture') if len(main_sampler[0]) > 0: translations.append(main_sampler) log('Vertex: Sampler:', main_sampler[0], '->', main_sampler[1]) struct_texunit0 = '.' in main_sampler[0] elif ('//var sampler2D' in line) or ('#var sampler2D' in line): cg_texture = line.split(' ')[2] translated = translate_texture(cg_texture) orig_name = translated new_name = line.split(':')[2].split(' ')[1] log('Vertex: Sampler:', new_name, '->', orig_name) if len(new_name) > 0: if translated != cg_texture and translated not in translated_samplers: translated_samplers.append(translated) added_samplers.append('uniform sampler2D ' + translated + ';') translations.append((new_name, orig_name)) for sampler in added_samplers: source.insert(ref_index, sampler) if struct_texunit0: source.insert(ref_index, 'uniform sampler2D Texture;') for index, line in enumerate(source): for translation in translations: source[index] = source[index].replace(translation[0], translation[1]) source = destructify_varyings(source, '$vout.') source = replace_varyings(source) return source def replace_global_fragment(source): source = replace_global_in(source) replace_table = [ ('varying', 'COMPAT_VARYING'), ('texture2D', 'COMPAT_TEXTURE'), ('FrameCount', 'float(FrameCount)'), ('FrameDirection', 'float(FrameDirection)'), ('input', 'input_dummy'), ('output', 'output_dummy'), # 'output' is reserved in GLSL. ('gl_FragColor', 'FragColor'), ] for replacement in replace_table: source = source.replace(replacement[0], replacement[1]) return source def translate_texture(cg): log('Translate:', cg) translations = { 'ORIG.texture' : 'OrigTexture', 'PREV.texture' : 'PrevTexture', 'PREV1.texture' : 'Prev1Texture', 'PREV2.texture' : 'Prev2Texture', 'PREV3.texture' : 'Prev3Texture', 'PREV4.texture' : 'Prev4Texture', 'PREV5.texture' : 'Prev5Texture', 'PREV6.texture' : 'Prev6Texture', 'PASS1.texture' : 'Pass1Texture', 'PASS2.texture' : 'Pass2Texture', 'PASS3.texture' : 'Pass3Texture', 'PASS4.texture' : 'Pass4Texture', 'PASS5.texture' : 'Pass5Texture', 'PASS6.texture' : 'Pass6Texture', 'PASS7.texture' : 'Pass7Texture', 'PASS8.texture' : 'Pass8Texture', 'PASSPREV2.texture' : 'PassPrev2Texture', 'PASSPREV3.texture' : 'PassPrev3Texture', 'PASSPREV4.texture' : 'PassPrev4Texture', 'PASSPREV5.texture' : 'PassPrev5Texture', 'PASSPREV6.texture' : 'PassPrev6Texture', 'PASSPREV7.texture' : 'PassPrev7Texture', 'PASSPREV8.texture' : 'PassPrev8Texture', } if cg in translations: return translations[cg] else: return cg def hack_source_fragment(source): ref_index = 0 for index, line in enumerate(source): if 'void main()' in line: source.insert(index, 'uniform COMPAT_PRECISION vec2 InputSize;') source.insert(index, 'uniform COMPAT_PRECISION vec2 TextureSize;') source.insert(index, 'uniform COMPAT_PRECISION vec2 OutputSize;') source.insert(index, 'uniform int FrameCount;') source.insert(index, 'uniform int FrameDirection;') ref_index = index break translations = [] added_samplers = [] translated_samplers = [] uniforms = [] struct_texunit0 = False # If True, we have to append uniform sampler2D Texture manually ... for line in source: if ('TEXUNIT0' in line) and ('semantic' not in line): main_sampler = (line.split(':')[2].split(' ')[1], 'Texture') if len(main_sampler[0]) > 0: translations.append(main_sampler) log('Fragment: Sampler:', main_sampler[0], '->', main_sampler[1]) struct_texunit0 = '.' in main_sampler[0] elif ('//var sampler2D' in line) or ('#var sampler2D' in line): cg_texture = line.split(' ')[2] translated = translate_texture(cg_texture) orig_name = translated new_name = line.split(':')[2].split(' ')[1] log('Fragment: Sampler:', new_name, '->', orig_name) if len(new_name) > 0: if translated != cg_texture and translated not in translated_samplers: translated_samplers.append(translated) added_samplers.append('uniform sampler2D ' + translated + ';') translations.append((new_name, orig_name)) elif ('//var' in line) or ('#var' in line): orig = line.split(' ')[2] translated = translate_texture_size(orig) if translated != orig and translated not in uniforms: cg_uniform = line.split(':')[2].split(' ')[1] if len(cg_uniform.strip()) > 0: translations.append((cg_uniform, translated)) uniforms.append(translated) for sampler in added_samplers: source.insert(ref_index, sampler) for uniform in uniforms: source.insert(ref_index, 'uniform COMPAT_PRECISION vec2 ' + uniform + ';') if struct_texunit0: source.insert(ref_index, 'uniform sampler2D Texture;') ret = [] for line in source: for translation in translations: log('Translation:', translation[0], '->', translation[1]) line = line.replace(translation[0], translation[1]) ret.append(line) ret = destructify_varyings(ret, '$vin.') return ret def validate_shader(source, target): log('Shader:') log('===') log(source) log('===') 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('CGC:', stderr_ret.decode()) return p.returncode == 0 def preprocess_vertex(source_data): input_data = source_data.split('\n') ret = [] for line in input_data: if ('uniform' in line) and (('float4x4' in line) or ('half4x4' in line)): ret.append('#pragma pack_matrix(column_major)\n') ret.append(line) ret.append('#pragma pack_matrix(row_major)\n') else: ret.append(line) return '\n'.join(ret) def convert(source, dest): # Have to preprocess first to resolve #includes so we can hack potential vertex shaders. inc_dir = os.path.split(source)[0] vert_cmd_preprocess = ['cgc', '-E', '-I', '.' if inc_dir == '' else inc_dir, source] p = subprocess.Popen(vert_cmd_preprocess, stderr = subprocess.PIPE, stdout = subprocess.PIPE) source_data, stderr_ret = p.communicate() log(stderr_ret.decode()) if p.returncode != 0: log('Vertex preprocessing failed ...') source_data = preprocess_vertex(source_data.decode()) vert_cmd = ['cgc', '-profile', 'glesv', '-entry', 'main_vertex', '-quiet'] p = subprocess.Popen(vert_cmd, stdin = subprocess.PIPE, stderr = subprocess.PIPE, stdout = subprocess.PIPE) vertex_source, stderr_ret = p.communicate(input = source_data.encode()) 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', '-quiet'] p = subprocess.Popen(frag_cmd, stdin = subprocess.PIPE, stderr = subprocess.PIPE, stdout = subprocess.PIPE) fragment_source, stderr_ret = p.communicate(input = source_data.encode()) 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. log('Hacking vertex') vertex_source = hack_source_vertex(vertex_source) log('Hacking fragment') 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:]) vert_hacks = [] vert_hacks.append(''' #if __VERSION__ >= 130 #define COMPAT_VARYING out #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else #define COMPAT_VARYING varying #define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif''') out_vertex = '\n'.join(vert_hacks + vertex_source) frag_hacks = [] frag_hacks.append(''' #if __VERSION__ >= 130 #define COMPAT_VARYING in #define COMPAT_TEXTURE texture out vec4 FragColor; #else #define COMPAT_VARYING varying #define FragColor gl_FragColor #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif''') out_fragment = '\n'.join(frag_hacks + 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('// GLSL shader autogenerated by cg2glsl.py.\n') f.write('#if defined(VERTEX)\n') f.write(out_vertex) f.write('\n') f.write('#elif defined(FRAGMENT)\n') f.write(out_fragment) f.write('\n') f.write('#endif\n') return 0 def convert_cgp(source, dest): string = '' with open(source, 'r') as f: string = f.read().replace('.cg', '.glsl') open(dest, 'w').write(string) def path_ext(path): _, ext = os.path.splitext(path) return ext def convert_path(source, source_dir, dest_dir, conv): index = 0 if source_dir[-1] == '/' else 1 return os.path.join(dest_dir, source.replace(source_dir, '')[index:]).replace(conv[0], conv[1]) def main(): if len(sys.argv) != 3: print('Usage: {} prog.cg(p) prog.glsl(p)'.format(sys.argv[0])) print('Batch mode usage: {} cg-dir out-xml-shader-dir'.format(sys.argv[0])) print('Requires Python 3 and cgc (nvidia-cg-toolkit) 3.1.') 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: path_ext(path) == '.cg', [os.path.join(dirname, filename) for filename in filenames]): dest = convert_path(source, sys.argv[1], sys.argv[2], ('.cg', '.glsl')) 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, '...', 'succeeded!' 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 for source in filter(lambda path: path_ext(path) == '.cgp', [os.path.join(dirname, filename) for filename in filenames]): dest = convert_path(source, sys.argv[1], sys.argv[2], ('.cgp', '.glslp')) 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: convert_cgp(source, dest) success_cnt += 1 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] if path_ext(source) == '.cgp': sys.exit(convert_cgp(source, dest)) else: sys.exit(convert(source, dest)) if __name__ == '__main__': sys.exit(main())