From 6c98fb060d4a7ed0803c536c3a6c079c767f583f Mon Sep 17 00:00:00 2001 From: Tim Felgentreff <timfelgentreff@gmail.com> Date: Fri, 11 Dec 2020 11:14:34 +0100 Subject: [PATCH] make many shaders from libretro/glsl repo work directly --- src/video/shaders.cpp | 19 +- src/video/shaders/cg2glsl.py | 728 +++++++++++++++++++++++++++++++++++ 2 files changed, 746 insertions(+), 1 deletion(-) create mode 100644 src/video/shaders/cg2glsl.py diff --git a/src/video/shaders.cpp b/src/video/shaders.cpp index 9c137501f..689f56c4f 100644 --- a/src/video/shaders.cpp +++ b/src/video/shaders.cpp @@ -24,6 +24,7 @@ */ #include "shaders.h" +#include <stdint.h> #ifndef __APPLE__ #include <SDL.h> @@ -31,7 +32,7 @@ #include <SDL_opengl_glext.h> #include <stdlib.h> - +#include <regex> #include <iostream> #include <fstream> @@ -89,6 +90,8 @@ static const char* shaderNames[MAX_SHADERS + 1] = { NULL }; static char shadersLoaded = -1; static int currentShaderIdx = 0; +static std::regex invalidQuoteReplaceRegex("\"([a-zA-Z0-9 -\\.]+)\""); + const char* none = #include "./shaders/noshader.glsl" ; @@ -135,6 +138,20 @@ static GLuint compileProgramSource(std::string source) { GLuint programId = 0; GLuint vtxShaderId, fragShaderId; + uint32_t offset = 0; + std::smatch m; + while (std::regex_search(source.cbegin() + offset, source.cend(), m, invalidQuoteReplaceRegex)) { + uint32_t next_offset = offset + m.position() + m.length(); + for (std::string::iterator it = source.begin() + offset + m.position(); it < source.begin() + next_offset; it++) { + if (*it == '"') { + source.replace(it, it + 1, " "); + } else if (*it == ' ') { + source.replace(it, it + 1, "_"); + } + } + offset = next_offset; + } + vtxShaderId = compileShader((std::string("#define VERTEX\n") + source).c_str(), GL_VERTEX_SHADER); fragShaderId = compileShader((std::string("#define FRAGMENT\n") + source).c_str(), GL_FRAGMENT_SHADER); diff --git a/src/video/shaders/cg2glsl.py b/src/video/shaders/cg2glsl.py new file mode 100644 index 000000000..af8205f09 --- /dev/null +++ b/src/video/shaders/cg2glsl.py @@ -0,0 +1,728 @@ +#!/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 + +N.b.: This script works on some shader files from https://github.com/libretro/common-shaders +Other directly converted shaders can be found here: https://github.com/libretro/glsl-shaders +""" + +import os +import errno +import subprocess +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) + +batch_mode = False + +def log(*arg): + if not batch_mode: + # FIXME: This causes a syntax error in python2, preventing the version warning from displaying. + print(*arg) + +def keep_line_if(func, lines): + ret = [] + for line in filter(func, lines): + ret.append(line) + return ret + +def remove_comments(source_lines): + lines_without_comments = [line.split('//')[0] for line in source_lines] + return keep_line_if(lambda line: line, lines_without_comments) + +def defines_var(line): + return ('//var' in line) or ('#var' in line) + +def replace_by_table(source, table): + for orig, new in table: + if orig: + source = source.replace(orig, new) + + return source + +def replace_global_in(source): + 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 source.splitlines(): + if defines_var(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) + + return replace_by_table(source, replace_table) + +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. + ] + + return replace_by_table(source, replace_table) + +def translate_varyings(varyings, source, direction): + dictionary = {} + for varying in varyings: + for line in source: + if defines_var(line) and (varying 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 defines_var(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.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 remove_comments(source[last_struct_decl_line:]): + if 'void main()' in line: + break + + for struct in struct_types: + if struct in line: + variable = line.split()[1].split(';')[0] + + # 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(cg, translations): + if cg in translations: + return translations[cg] + else: + return cg + +def translate_varying(cg): + translations = { + 'IN.tex_coord': 'TexCoord', + 'IN.vertex_coord': 'VertexCoord', + 'IN.lut_tex_coord': 'LUTTexCoord', + 'ORIG.tex_coord': 'OrigTexCoord', + 'FEEDBACK.tex_coord': 'FeedbackTexCoord', + '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', + } + + return translate(cg, translations) + +def translate_texture_size(cg): + translations = { + 'ORIG.texture_size': 'OrigTextureSize', + 'FEEDBACK.texture_size': 'FeedbackTextureSize', + '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', + 'FEEDBACK.video_size': 'FeedbackInputSize', + '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', + } + + return translate(cg, translations) + +def replace_varyings(source): + ret = [] + translations = [] + attribs = [] + uniforms = [] + for index, line in enumerate(source): + if defines_var(line): + func = translate_texture_size + collection = uniforms + if '$vin.' in line: + func = translate_varying + collection = attribs + orig = line.split()[2] + translated = func(orig) + if translated != orig and translated not in collection: + cg_var = line.split(':')[2].split(' ')[1] + if cg_var: + translations.append((cg_var, translated)) + collection.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 fix_samplers(log_prefix, ref_index, source): + 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 main_sampler[0]: + translations.append(main_sampler) + log(log_prefix, '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(log_prefix, 'Sampler:', new_name, '->', orig_name) + if new_name: + 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 defines_var(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 cg_uniform: + translations.append((cg_uniform, translated)) + uniforms.append(translated) + + for sampler in added_samplers: + source.insert(ref_index, sampler) + if struct_texunit0: + source.insert(ref_index, 'uniform sampler2D Texture;') + for uniform in uniforms: + source.insert(ref_index, 'uniform COMPAT_PRECISION vec2 ' + uniform + ';') + for index, line in enumerate(source): + for orig, new in translations: + log(log_prefix, 'Translation:', orig, '->', new) + source[index] = source[index].replace(orig, new) + + return source + +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). + source = fix_samplers('Vertex:', ref_index, source) + 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'), + ] + + return replace_by_table(source, replace_table) + +def translate_texture(cg): + translations = { + 'ORIG.texture': 'OrigTexture', + 'FEEDBACK.texture': 'FeedbackTexture', + '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', + } + + return translate(cg, translations) + +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 + + source = fix_samplers('Fragment:', ref_index, source) + source = destructify_varyings(source, '$vin.') + + return source + +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.splitlines() + 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.splitlines() + fragment_source = fragment_source.splitlines() + + # 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())