#!/usr/bin/env python3 """ Python 3 script which converts simple RetroArch Cg shaders to modern GLSL (ES) format. Author: Hans-Kristian Arntzen (Themaister) License: Public domain """ import sys import os import errno import subprocess batch_mode = False def log(*arg): if not batch_mode: print(*arg) def remove_comments(source_lines): ret = [] killed_comments = [line.split('//')[0] for line in source_lines] for i in filter(lambda line: len(line) > 0, killed_comments): ret.append(i) return ret def keep_line_if(func, lines): ret = [] for i in filter(func, lines): ret.append(i) return ret def replace_global_in(source): split_source = source.split('\n') replace_table = [ ('IN.video_size', 'InputSize'), ('IN.texture_size', 'TextureSize'), ('IN.output_size', 'OutputSize'), ('IN.frame_count', 'FrameCount'), ('IN.frame_direction', 'FrameDirection') ] for line in split_source: if '//var' in line: 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 = [ ('POSITION', 'VertexCoord'), ('TEXCOORD1', 'LUTTexCoord'), ('TEXCOORD0', 'TexCoord'), ('TEXCOORD', 'TexCoord'), ('uniform vec4 _modelViewProj1[4]', 'uniform mat4 MVPMatrix'), ('_modelViewProj1', 'MVPMatrix'), ('MVPMatrix[0]', 'MVPMatrix_[0]'), ('MVPMatrix[1]', 'MVPMatrix_[1]'), ('MVPMatrix[2]', 'MVPMatrix_[2]'), ('MVPMatrix[3]', 'MVPMatrix_[3]'), ('FrameCount', 'float(FrameCount)'), ('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): dictionary = {} for varying in varyings: for line in source: if (varying in line) and ('//var' in line): log('Found line for', varying + ':', line) dictionary[varying] = line.split(':')[0].split('.')[-1].strip() break return dictionary def no_uniform(elem): banned = [ '_video_size', '_texture_size', '_output_size', '_frame_count', '_frame_direction', 'sampler2D' ] for ban in banned: if ban in elem: return False return True def destructify_varyings(source): #for line in source: # log(' ', line) # 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) and (('$vout.' in line) or ('$vin.' in line)): vout_lines.append(line) struct_types = [] for line in source: 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 = ['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] = '' 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: 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) variables.append(variable) break varyings_dict = translate_varyings(varyings_name, source) 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) # 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: source[index] = source[index].replace(variable + '.', ''); for index, _ in enumerate(source): for varying_name in varyings_name: if varying_name in varyings_dict: source[index] = source[index].replace(varying_name, varyings_dict[varying_name]) # Replace union . Sometimes we get collision in vertex and fragment. for index, line in enumerate(source): for struct_type in struct_types: line = line.replace('uniform ' + struct_type, struct_type) source[index] = line return source def translate_varying(cg): #log('Translate:', cg) translations = { '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', } if cg in translations: return translations[cg] else: return cg def replace_varyings(source): ret = [] translations = [] attribs = [] for index, line in enumerate(source): if ('//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] translations.append((cg_attrib, translated)) attribs.append(translated) for index, line in enumerate(source): if 'void main()' in line: for attrib in attribs: source.insert(index, 'attribute vec2 ' + attrib + ';') 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): transpose_index = 2 code_index = 0 for index, line in enumerate(source): if 'void main()' in line: source.insert(index + 2, ' mat4 MVPMatrix_ = transpose_(MVPMatrix);') # transpose() is GLSL 1.20+, doesn't exist in GLSL ES 1.0 source.insert(index, '#endif') source.insert(index, 'uniform vec2 InputSize;') source.insert(index, 'uniform vec2 TextureSize;') source.insert(index, 'uniform vec2 OutputSize;') source.insert(index, '#else') source.insert(index, 'uniform mediump vec2 InputSize;') source.insert(index, 'uniform mediump vec2 TextureSize;') source.insert(index, 'uniform mediump vec2 OutputSize;') source.insert(index, '#ifdef GL_ES') source.insert(index, 'uniform int FrameCount;') source.insert(index, 'uniform int FrameDirection;') source.insert(index, """ mat4 transpose_(mat4 matrix) { mat4 ret; for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) ret[i][j] = matrix[j][i]; return ret; } """) break source = destructify_varyings(source) source = replace_varyings(source) return source def replace_global_fragment(source): source = replace_global_in(source) replace_table = [ ('FrameCount', 'float(FrameCount)'), ('input', 'input_dummy'), ('output', 'output_dummy'), # 'output' is reserved in GLSL. ] 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', } 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, '#endif') source.insert(index, 'uniform vec2 InputSize;') source.insert(index, 'uniform vec2 TextureSize;') source.insert(index, 'uniform vec2 OutputSize;') source.insert(index, '#else') source.insert(index, 'uniform mediump vec2 InputSize;') source.insert(index, 'uniform mediump vec2 TextureSize;') source.insert(index, 'uniform mediump vec2 OutputSize;') source.insert(index, '#ifdef GL_ES') source.insert(index, 'uniform int FrameCount;') source.insert(index, 'uniform int FrameDirection;') ref_index = index break samplers = [] added_samplers = [] translated_samplers = [] for line in source: if ('TEXUNIT0' in line) and ('semantic' not in line): main_sampler = (line.split(':')[2].split(' ')[1], 'Texture') samplers.append(main_sampler) log('Fragment: Sampler:', main_sampler[0], '->', main_sampler[1]) elif '//var sampler2D' in line: cg_texture = line.split(' ')[2] translated = translate_texture(cg_texture) if translated != cg_texture and translated not in translated_samplers: translated_samplers.append(translated) added_samplers.append('uniform sampler2D ' + translated + ';') orig_name = translated new_name = line.split(':')[2].split(' ')[1] samplers.append((new_name, orig_name)) log('Fragment: Sampler:', new_name, '->', orig_name) for sampler in added_samplers: source.insert(ref_index, sampler) ret = [] for line in source: for sampler in samplers: line = line.replace(sampler[0], sampler[1]) ret.append(line) ret = destructify_varyings(ret) return ret 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())