mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-24 08:30:16 +00:00
625 lines
21 KiB
Python
Executable File
625 lines
21 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:
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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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('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]', 'uniform mat4 MVPMatrix'),
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('_modelViewProj1', 'MVPMatrix'),
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('MVPMatrix[0]', 'MVPMatrix_[0]'),
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('MVPMatrix[1]', 'MVPMatrix_[1]'),
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('MVPMatrix[2]', 'MVPMatrix_[2]'),
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('MVPMatrix[3]', 'MVPMatrix_[3]'),
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('FrameCount', 'float(FrameCount)'),
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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):
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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):
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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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'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):
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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) 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 = ['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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variable = 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)
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variables.append(variable)
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break
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varyings_dict = translate_varyings(varyings_name, source)
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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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#log('Translate:', cg)
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translations = {
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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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}
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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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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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}
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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) 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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translations.append((cg_attrib, translated))
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attribs.append(translated)
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elif '//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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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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source.insert(index, 'attribute vec2 ' + attrib + ';')
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for uniform in uniforms:
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source.insert(index, '#endif')
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source.insert(index, 'uniform vec2 ' + uniform + ';')
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source.insert(index, '#else')
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source.insert(index, 'uniform mediump vec2 ' + uniform + ';')
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source.insert(index, '#ifdef GL_ES')
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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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transpose_index = 2
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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 + 2, ' mat4 MVPMatrix_ = transpose_(MVPMatrix);') # transpose() is GLSL 1.20+, doesn't exist in GLSL ES 1.0
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source.insert(index, '#endif')
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source.insert(index, 'uniform vec2 InputSize;')
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source.insert(index, 'uniform vec2 TextureSize;')
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source.insert(index, 'uniform vec2 OutputSize;')
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source.insert(index, '#else')
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source.insert(index, 'uniform mediump vec2 InputSize;')
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source.insert(index, 'uniform mediump vec2 TextureSize;')
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source.insert(index, 'uniform mediump vec2 OutputSize;')
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source.insert(index, '#ifdef GL_ES')
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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, """
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mat4 transpose_(mat4 matrix)
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{
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mat4 ret;
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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ret[i][j] = matrix[j][i];
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return ret;
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}
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""")
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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:
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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)
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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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('FrameCount', 'float(FrameCount)'),
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('input', 'input_dummy'),
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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_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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}
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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):
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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, '#endif')
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source.insert(index, 'uniform vec2 InputSize;')
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source.insert(index, 'uniform vec2 TextureSize;')
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source.insert(index, 'uniform vec2 OutputSize;')
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source.insert(index, '#else')
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source.insert(index, 'uniform mediump vec2 InputSize;')
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source.insert(index, 'uniform mediump vec2 TextureSize;')
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source.insert(index, 'uniform mediump vec2 OutputSize;')
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source.insert(index, '#ifdef GL_ES')
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source.insert(index, 'uniform int FrameCount;')
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source.insert(index, 'uniform int FrameDirection;')
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ref_index = index
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break
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translations = []
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added_samplers = []
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translated_samplers = []
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uniforms = []
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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('Fragment: 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:
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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('Fragment: 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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elif '//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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translations.append((cg_uniform, translated))
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uniforms.append(translated)
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for sampler in added_samplers:
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source.insert(ref_index, sampler)
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for uniform in uniforms:
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source.insert(ref_index, '#endif')
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source.insert(ref_index, 'uniform vec2 ' + uniform + ';')
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source.insert(ref_index, '#else')
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source.insert(ref_index, 'uniform mediump vec2 ' + uniform + ';')
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source.insert(ref_index, '#ifdef GL_ES')
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if struct_texunit0:
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source.insert(ref_index, 'uniform sampler2D Texture;')
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ret = []
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for line in source:
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for translation in translations:
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line = line.replace(translation[0], translation[1])
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ret.append(line)
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ret = destructify_varyings(ret)
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return ret
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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.
|
|
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:])
|
|
|
|
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('// 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 main():
|
|
if len(sys.argv) != 3:
|
|
print('Usage: {} prog.cg prog.glsl'.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', '.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, '...', '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())
|
|
|