mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-01 04:00:32 +00:00
765 lines
26 KiB
Python
Executable File
765 lines
26 KiB
Python
Executable File
#!/usr/bin/env python3
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"""
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Python 3 script which converts simple RetroArch Cg shaders to modern GLSL (ES) format.
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Author: Hans-Kristian Arntzen (Themaister)
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License: Public domain
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"""
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import sys
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import os
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import errno
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import subprocess
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batch_mode = False
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def log(*arg):
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if not batch_mode:
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print(*arg)
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def remove_comments(source_lines):
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ret = []
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killed_comments = [line.split('//')[0] for line in source_lines]
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for i in filter(lambda line: len(line) > 0, killed_comments):
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ret.append(i)
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return ret
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def keep_line_if(func, lines):
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ret = []
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for i in filter(func, lines):
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ret.append(i)
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return ret
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def replace_global_in(source):
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split_source = source.split('\n')
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replace_table = [
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('IN.video_size', 'InputSize'),
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('IN.texture_size', 'TextureSize'),
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('IN.output_size', 'OutputSize'),
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('IN.frame_count', 'FrameCount'),
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('IN.frame_direction', 'FrameDirection'),
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]
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for line in split_source:
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if ('//var' in line) or ('#var' in line):
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for index, replace in enumerate(replace_table):
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orig = line.split(' ')[2]
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if replace[0] == orig:
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replace_table[index] = (line.split(':')[2].split(' ')[1], replace_table[index][1])
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log('Replace globals:', replace_table)
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for replace in replace_table:
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if replace[0]:
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source = source.replace(replace[0], replace[1])
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return source
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def replace_global_vertex(source):
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source = replace_global_in(source)
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replace_table = [
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('attribute', 'COMPAT_ATTRIBUTE'),
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('varying', 'COMPAT_VARYING'),
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('texture2D', 'COMPAT_TEXTURE'),
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('POSITION', 'VertexCoord'),
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('TEXCOORD1', 'LUTTexCoord'),
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('TEXCOORD0', 'TexCoord'),
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('TEXCOORD', 'TexCoord'),
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('uniform vec4 _modelViewProj1[4];', ''),
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('_modelViewProj1', 'MVPMatrix'),
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('_IN1._mvp_matrix[0]', 'MVPMatrix[0]'),
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('_IN1._mvp_matrix[1]', 'MVPMatrix[1]'),
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('_IN1._mvp_matrix[2]', 'MVPMatrix[2]'),
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('_IN1._mvp_matrix[3]', 'MVPMatrix[3]'),
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('FrameCount', 'float(FrameCount)'),
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('FrameDirection', 'float(FrameDirection)'),
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('input', 'input_dummy'), # 'input' is reserved in GLSL.
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('output', 'output_dummy'), # 'output' is reserved in GLSL.
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]
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for replacement in replace_table:
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source = source.replace(replacement[0], replacement[1])
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return source
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def translate_varyings(varyings, source, direction):
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dictionary = {}
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for varying in varyings:
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for line in source:
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if (varying in line) and (('//var' in line) or ('#var' in line)) and (direction in line):
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log('Found line for', varying + ':', line)
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dictionary[varying] = 'VAR' + line.split(':')[0].split('.')[-1].strip()
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break
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return dictionary
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def no_uniform(elem):
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banned = [
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'_video_size',
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'_texture_size',
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'_output_size',
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'_output_dummy_size',
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'_frame_count',
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'_frame_direction',
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'_mvp_matrix',
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'_vertex_coord',
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'sampler2D'
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]
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for ban in banned:
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if ban in elem:
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return False
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return True
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def destructify_varyings(source, direction):
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# We have to change varying structs that Cg support to single varyings for GL.
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# Varying structs aren't supported until later versions
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# of GLSL.
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# Global structs are sometimes used to store temporary data.
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# Don't try to remove this as it breaks compile.
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vout_lines = []
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for line in source:
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if (('//var' in line) or ('#var' in line)) and (('$vout.' in line) or ('$vin.' in line)):
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vout_lines.append(line)
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struct_types = []
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for line in source[1:]:
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if 'struct' in line:
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struct_type = line.split(' ')[1]
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if struct_type not in struct_types:
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struct_types.append(struct_type)
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log('Struct types:', struct_types)
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last_struct_decl_line = 0
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varyings = []
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varyings_name = []
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# Find all varyings in structs and make them "global" varyings.
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for struct in struct_types:
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for i, line in enumerate(source):
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if ('struct ' + struct) in line:
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j = i + 1
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while (j < len(source)) and ('};' not in source[j]):
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j += 1
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lines = ['COMPAT_VARYING ' + string for string in source[i + 1 : j]]
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varyings.extend(lines)
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names = [string.strip().split(' ')[1].split(';')[0].strip() for string in source[i + 1 : j]]
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varyings_name.extend(names)
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log('Found elements in struct', struct + ':', names)
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last_struct_decl_line = j
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# Must have explicit uniform sampler2D in struct.
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for index in range(i, j + 1):
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if 'sampler2D' in source[index]:
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source[index] = 'float _placeholder{};'.format(index)
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varyings_tmp = varyings
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varyings = []
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variables = []
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# Don't include useless varyings like IN.video_size, IN.texture_size, etc as they are not actual varyings ...
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for i in filter(no_uniform, varyings_tmp):
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varyings.append(i)
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# Find any global variable struct that is supposed to be the output varying, and redirect all references to it to
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# the actual varyings we just declared ...
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# Globals only come before main() ...
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# Make sure to only look after all struct declarations as there might be overlap.
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for line in source[last_struct_decl_line:]:
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if 'void main()' in line:
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break
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for struct in struct_types:
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if struct in line:
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decomment_line = line.split('//')[0].strip()
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if len(decomment_line) == 0:
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continue
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variable = decomment_line.split(' ')[1].split(';')[0]
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# Only redirect if the struct is actually used as vertex output.
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for vout_line in vout_lines:
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if variable in vout_line:
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log('Found struct variable for', struct + ':', variable, 'in line:', line)
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variables.append(variable)
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break
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varyings_dict = translate_varyings(varyings_name, source, direction)
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log('Varyings dict:', varyings_dict)
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# Append all varyings. Keep the structs as they might be used as regular values.
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for varying in varyings:
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source.insert(1, varying)
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log('Variables:', variables)
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log('Varying names:', varyings_name)
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# Replace struct access with global access, e.g. (_co1._c00 => _c00)
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# Also replace mangled Cg name with 'real' name.
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for index, _ in enumerate(source):
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for variable in variables:
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for varying_name in varyings_dict:
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trans_from = variable + '.' + varying_name
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trans_to = varyings_dict[varying_name]
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source[index] = source[index].replace(trans_from, trans_to);
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for index, _ in enumerate(source):
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for varying_name in varyings_name:
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if varying_name in varyings_dict:
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source[index] = source[index].replace(varying_name, varyings_dict[varying_name])
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# Replace union <struct>. Sometimes we get collision in vertex and fragment.
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for index, line in enumerate(source):
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for struct_type in struct_types:
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line = line.replace('uniform ' + struct_type, struct_type)
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source[index] = line
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return source
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def translate_varying(cg):
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# Ye, it's ugly as shit. :(
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#log('Translate:', cg)
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translations = {
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'IN.tex_coord' : 'TexCoord',
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'IN.vertex_coord' : 'VertexCoord',
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'IN.lut_tex_coord' : 'LUTTexCoord',
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'ORIG.tex_coord' : 'OrigTexCoord',
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'PREV.tex_coord' : 'PrevTexCoord',
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'PREV1.tex_coord' : 'Prev1TexCoord',
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'PREV2.tex_coord' : 'Prev2TexCoord',
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'PREV3.tex_coord' : 'Prev3TexCoord',
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'PREV4.tex_coord' : 'Prev4TexCoord',
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'PREV5.tex_coord' : 'Prev5TexCoord',
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'PREV6.tex_coord' : 'Prev6TexCoord',
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'PASS1.tex_coord' : 'Pass1TexCoord',
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'PASS2.tex_coord' : 'Pass2TexCoord',
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'PASS3.tex_coord' : 'Pass3TexCoord',
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'PASS4.tex_coord' : 'Pass4TexCoord',
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'PASS5.tex_coord' : 'Pass5TexCoord',
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'PASS6.tex_coord' : 'Pass6TexCoord',
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'PASS7.tex_coord' : 'Pass7TexCoord',
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'PASS8.tex_coord' : 'Pass8TexCoord',
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'PASSPREV2.tex_coord' : 'PassPrev2TexCoord',
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'PASSPREV3.tex_coord' : 'PassPrev3TexCoord',
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'PASSPREV4.tex_coord' : 'PassPrev4TexCoord',
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'PASSPREV5.tex_coord' : 'PassPrev5TexCoord',
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'PASSPREV6.tex_coord' : 'PassPrev6TexCoord',
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'PASSPREV7.tex_coord' : 'PassPrev7TexCoord',
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'PASSPREV8.tex_coord' : 'PassPrev8TexCoord',
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}
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if cg in translations:
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return translations[cg]
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else:
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return cg
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def translate_texture_size(cg):
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# Ye, it's ugly as shit. :(
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#log('Translate:', cg)
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translations = {
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'ORIG.texture_size' : 'OrigTextureSize',
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'PREV.texture_size' : 'PrevTextureSize',
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'PREV1.texture_size' : 'Prev1TextureSize',
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'PREV2.texture_size' : 'Prev2TextureSize',
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'PREV3.texture_size' : 'Prev3TextureSize',
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'PREV4.texture_size' : 'Prev4TextureSize',
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'PREV5.texture_size' : 'Prev5TextureSize',
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'PREV6.texture_size' : 'Prev6TextureSize',
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'PASS1.texture_size' : 'Pass1TextureSize',
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'PASS2.texture_size' : 'Pass2TextureSize',
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'PASS3.texture_size' : 'Pass3TextureSize',
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'PASS4.texture_size' : 'Pass4TextureSize',
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'PASS5.texture_size' : 'Pass5TextureSize',
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'PASS6.texture_size' : 'Pass6TextureSize',
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'PASS7.texture_size' : 'Pass7TextureSize',
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'PASS8.texture_size' : 'Pass8TextureSize',
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'PASSPREV2.texture_size' : 'PassPrev2TextureSize',
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'PASSPREV3.texture_size' : 'PassPrev3TextureSize',
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'PASSPREV4.texture_size' : 'PassPrev4TextureSize',
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'PASSPREV5.texture_size' : 'PassPrev5TextureSize',
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'PASSPREV6.texture_size' : 'PassPrev6TextureSize',
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'PASSPREV7.texture_size' : 'PassPrev7TextureSize',
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'PASSPREV8.texture_size' : 'PassPrev8TextureSize',
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'ORIG.video_size' : 'OrigInputSize',
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'PREV.video_size' : 'PrevInputSize',
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'PREV1.video_size' : 'Prev1InputSize',
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'PREV2.video_size' : 'Prev2InputSize',
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'PREV3.video_size' : 'Prev3InputSize',
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'PREV4.video_size' : 'Prev4InputSize',
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'PREV5.video_size' : 'Prev5InputSize',
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'PREV6.video_size' : 'Prev6InputSize',
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'PASS1.video_size' : 'Pass1InputSize',
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'PASS2.video_size' : 'Pass2InputSize',
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'PASS3.video_size' : 'Pass3InputSize',
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'PASS4.video_size' : 'Pass4InputSize',
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'PASS5.video_size' : 'Pass5InputSize',
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'PASS6.video_size' : 'Pass6InputSize',
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'PASS7.video_size' : 'Pass7InputSize',
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'PASS8.video_size' : 'Pass8InputSize',
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'PASSPREV2.video_size' : 'PassPrev2InputSize',
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'PASSPREV3.video_size' : 'PassPrev3InputSize',
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'PASSPREV4.video_size' : 'PassPrev4InputSize',
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'PASSPREV5.video_size' : 'PassPrev5InputSize',
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'PASSPREV6.video_size' : 'PassPrev6InputSize',
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'PASSPREV7.video_size' : 'PassPrev7InputSize',
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'PASSPREV8.video_size' : 'PassPrev8InputSize',
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}
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if cg in translations:
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return translations[cg]
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else:
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return cg
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def replace_varyings(source):
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ret = []
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translations = []
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attribs = []
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uniforms = []
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for index, line in enumerate(source):
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if (('//var' in line) or ('#var' in line)) and ('$vin.' in line):
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orig = line.split(' ')[2]
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translated = translate_varying(orig)
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if translated != orig and translated not in attribs:
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cg_attrib = line.split(':')[2].split(' ')[1]
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if len(cg_attrib.strip()) > 0:
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translations.append((cg_attrib, translated))
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attribs.append(translated)
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elif ('//var' in line) or ('#var' in line):
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orig = line.split(' ')[2]
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translated = translate_texture_size(orig)
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if translated != orig and translated not in uniforms:
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cg_uniform = line.split(':')[2].split(' ')[1]
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if len(cg_uniform.strip()) > 0:
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translations.append((cg_uniform, translated))
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uniforms.append(translated)
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for index, line in enumerate(source):
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if 'void main()' in line:
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for attrib in attribs:
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if attrib == 'VertexCoord':
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source.insert(index, 'COMPAT_ATTRIBUTE vec4 ' + attrib + ';')
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else:
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source.insert(index, 'COMPAT_ATTRIBUTE vec2 ' + attrib + ';')
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for uniform in uniforms:
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source.insert(index, 'uniform COMPAT_PRECISION vec2 ' + uniform + ';')
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break
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for line in source:
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for trans in translations:
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line = line.replace(trans[0], trans[1])
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ret.append(line)
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return ret
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def hack_source_vertex(source):
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ref_index = 0
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for index, line in enumerate(source):
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if 'void main()' in line:
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source.insert(index, 'uniform COMPAT_PRECISION vec2 InputSize;')
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source.insert(index, 'uniform COMPAT_PRECISION vec2 TextureSize;')
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source.insert(index, 'uniform COMPAT_PRECISION vec2 OutputSize;')
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source.insert(index, 'uniform int FrameCount;')
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source.insert(index, 'uniform int FrameDirection;')
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source.insert(index, 'uniform mat4 MVPMatrix;')
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ref_index = index
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break
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# Fix samplers in vertex shader (supported by GLSL).
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translations = []
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added_samplers = []
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translated_samplers = []
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struct_texunit0 = False # If True, we have to append uniform sampler2D Texture manually ...
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for line in source:
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if ('TEXUNIT0' in line) and ('semantic' not in line):
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main_sampler = (line.split(':')[2].split(' ')[1], 'Texture')
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if len(main_sampler[0]) > 0:
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translations.append(main_sampler)
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log('Vertex: Sampler:', main_sampler[0], '->', main_sampler[1])
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struct_texunit0 = '.' in main_sampler[0]
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elif ('//var sampler2D' in line) or ('#var sampler2D' in line):
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cg_texture = line.split(' ')[2]
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translated = translate_texture(cg_texture)
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orig_name = translated
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new_name = line.split(':')[2].split(' ')[1]
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log('Vertex: Sampler:', new_name, '->', orig_name)
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if len(new_name) > 0:
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if translated != cg_texture and translated not in translated_samplers:
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translated_samplers.append(translated)
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added_samplers.append('uniform sampler2D ' + translated + ';')
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translations.append((new_name, orig_name))
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for sampler in added_samplers:
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source.insert(ref_index, sampler)
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if struct_texunit0:
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source.insert(ref_index, 'uniform sampler2D Texture;')
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for index, line in enumerate(source):
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for translation in translations:
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source[index] = source[index].replace(translation[0], translation[1])
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source = destructify_varyings(source, '$vout.')
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source = replace_varyings(source)
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return source
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def replace_global_fragment(source):
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source = replace_global_in(source)
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replace_table = [
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('varying', 'COMPAT_VARYING'),
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('texture2D', 'COMPAT_TEXTURE'),
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('FrameCount', 'float(FrameCount)'),
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('FrameDirection', 'float(FrameDirection)'),
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('input', 'input_dummy'),
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('output', 'output_dummy'), # 'output' is reserved in GLSL.
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('gl_FragColor', 'FragColor'),
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]
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for replacement in replace_table:
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source = source.replace(replacement[0], replacement[1])
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return source
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def translate_texture(cg):
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log('Translate:', cg)
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translations = {
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'ORIG.texture' : 'OrigTexture',
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'PREV.texture' : 'PrevTexture',
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'PREV1.texture' : 'Prev1Texture',
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'PREV2.texture' : 'Prev2Texture',
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'PREV3.texture' : 'Prev3Texture',
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'PREV4.texture' : 'Prev4Texture',
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'PREV5.texture' : 'Prev5Texture',
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'PREV6.texture' : 'Prev6Texture',
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'PASS1.texture' : 'Pass1Texture',
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'PASS2.texture' : 'Pass2Texture',
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'PASS3.texture' : 'Pass3Texture',
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'PASS4.texture' : 'Pass4Texture',
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'PASS5.texture' : 'Pass5Texture',
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'PASS6.texture' : 'Pass6Texture',
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'PASS7.texture' : 'Pass7Texture',
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'PASS8.texture' : 'Pass8Texture',
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'PASSPREV2.texture' : 'PassPrev2Texture',
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'PASSPREV3.texture' : 'PassPrev3Texture',
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'PASSPREV4.texture' : 'PassPrev4Texture',
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'PASSPREV5.texture' : 'PassPrev5Texture',
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'PASSPREV6.texture' : 'PassPrev6Texture',
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'PASSPREV7.texture' : 'PassPrev7Texture',
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'PASSPREV8.texture' : 'PassPrev8Texture',
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}
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if cg in translations:
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return translations[cg]
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else:
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return cg
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|
|
|
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.
|
|
vert_cmd_preprocess = ['cgc', '-E', '-I', os.path.split(source)[0], 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())
|
|
|