RetroArch/tools/cg2glsl.py
Andrés 5ba31807b4 Revert
In debian if you have both you will have python for python2, and python3 for python3, this makes the script unusable in such cases because it will resort to the first one found on the path.
2015-03-21 17:06:38 -05:00

770 lines
27 KiB
Python
Executable File

#!/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
if sys.version_info<(3,0,0):
sys.stderr.write("You need python 3.0 or later to run this script\n")
exit(1)
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 <struct>. 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())