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Add dx2cg
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dx2cg/README.md
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dx2cg/README.md
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# dx2cg
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Tools for converting d3d9 shader assembly to HLSL/Cg.
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- `disassembler.py`: Takes in d3d9 assembly and gives back the HLSL equivalent.
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- `swapper.py`: Searches a shader file for d3d9 assembly and calls the disassembler to replace it with HLSL.
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- `main.py`: Executes the swapper on every file in a path, writing the changes to new files.
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## Known issues
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- Only vertex shaders with profile `vs_1_1` are supported
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- No fragment shaders are supported yet
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- Only a limited set of instructions (those used by FF and Unity 2.6) are supported
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283
dx2cg/disassembler.py
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dx2cg/disassembler.py
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#!/usr/bin/env python
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# coding: utf-8
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# d3d9 to cg crude dissassembler
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# ycc 08/08/2022
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import re
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legacy = False # True for 2.6
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reserved = {
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"_Time",
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"_SinTime",
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"_CosTime",
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"_ProjectionParams",
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"_PPLAmbient",
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"_ObjectSpaceCameraPos",
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"_ObjectSpaceLightPos0",
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"_ModelLightColor0",
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"_SpecularLightColor0",
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"_Light2World0", "_World2Light0", "_Object2World", "_World2Object", "_Object2Light0",
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"_LightDirectionBias",
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"_LightPositionRange",
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}
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decls = {
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"dcl_position": "float4 {0} = vardat.vertex;",
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"dcl_normal": "float4 {0} = float4(vardat.normal.x, vardat.normal.y, vardat.normal.z, 0);",
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"dcl_texcoord0": "float4 {0} = vardat.texcoord;",
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"dcl_texcoord1": "float4 {0} = vardat.texcoord1;",
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"dcl_color": "float4 {0} = vardat.color;",
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"def": "const float4 {0} = float4({1}, {2}, {3}, {4});",
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}
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ops = {
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"mov": "{0} = {1};",
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"add": "{0} = {1} + {2};",
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"mul": "{0} = {1} * {2};",
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"mad": "{0} = {1} * {2} + {3};",
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"dp4": "{0} = dot((float4){1}, (float4){2});",
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"dp3": "{0} = dot((float3){1}, (float3){2});",
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"min": "{0} = min({1}, {2});",
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"max": "{0} = max({1}, {2});",
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"rsq": "{0} = rsqrt({1});",
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"frc": "{0} = float4({1}.x - (float)floor({1}.x), {1}.y - (float)floor({1}.y), {1}.z - (float)floor({1}.z), {1}.w - (float)floor({1}.w));",
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"slt": "{0} = float4(({1}.x < {2}.x) ? 1.0f : 0.0f, ({1}.y < {2}.y) ? 1.0f : 0.0f, ({1}.z < {2}.z) ? 1.0f : 0.0f, ({1}.w < {2}.w) ? 1.0f : 0.0f);",
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"sge": "{0} = float4(({1}.x >= {2}.x) ? 1.0f : 0.0f, ({1}.y >= {2}.y) ? 1.0f : 0.0f, ({1}.z >= {2}.z) ? 1.0f : 0.0f, ({1}.w >= {2}.w) ? 1.0f : 0.0f);",
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"rcp": "{0} = ({1} == 0.0f) ? FLT_MAX : (({1} == 1.0f) ? {0} : (1 / {1}));",
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}
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struct_appdata = """struct appdata {
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\tfloat4 vertex : POSITION;
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\tfloat3 normal : NORMAL;
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\tfloat4 texcoord : TEXCOORD0;
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\tfloat4 texcoord1 : TEXCOORD1;
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\tfloat4 tangent : TANGENT;
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\tfloat4 color : COLOR;
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};
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"""
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v2f_postype = "POSITION" if legacy else "SV_POSITION"
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struct_v2f = f"""struct v2f {{
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\tfloat4 pos : {v2f_postype};
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\tfloat4 t0 : TEXCOORD0;
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\tfloat4 t1 : TEXCOORD1;
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\tfloat4 t2 : TEXCOORD2;
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\tfloat4 t3 : TEXCOORD3;
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\tfloat fog : FOG;
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\tfloat4 d0 : COLOR0;
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\tfloat4 d1 : COLOR1;
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}};
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"""
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cg_header = """CGPROGRAM
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#include "UnityCG.cginc"
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#pragma exclude_renderers xbox360 ps3 gles
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"""
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cg_footer = """ENDCG"""
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vertex_header = """v2f vert(appdata vardat) {
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\tfloat4 r0, r1, r2, r3, r4;
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\tfloat4 tmp;
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\tv2f o;
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"""
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vertex_footer = """\treturn o;
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}"""
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def process_header(prog):
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keywords = []
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header = []
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loctab = {}
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locdecl = []
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binds = []
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i = 0
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lighting = False
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while i < len(prog):
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line = prog[i]
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if line.startswith("Keywords"):
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keywords = re.findall("\"[\w\d]+\"", line)
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del prog[i]
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i = i - 1
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elif line.startswith("Bind"):
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binds.append(line)
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del prog[i]
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i = i - 1
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elif line.startswith("Local") or line.startswith("Matrix"):
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dec = line.split(' ')
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key = int(dec[1][:-1])
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if dec[2][0] == '[':
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# singleton
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val = dec[2][1:-1]
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if val[0] == '_' and val not in reserved:
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loctype = "float4" if dec[0] == "Local" else "float4x4"
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locdecl.append(f"{loctype} {val};")
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elif dec[2][0] == '(':
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#components
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vals = dec[2][1:-1].split(',')
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for j, v in enumerate(vals):
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if v[0] == '[':
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vals[j] = v[1:-1]
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if vals[j][0] == '_' and vals[j] not in reserved:
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locdecl.append(f"float {vals[j]};")
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val = f"float4({vals[0]},{vals[1]},{vals[2]},{vals[3]})"
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lightval = re.match("glstate_light(\d)_([a-zA-Z]+)", val)
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if lightval:
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val = f"glstate.light[{lightval[1]}].{lightval[2]}"
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lighting = True
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elif val == "glstate_lightmodel_ambient":
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val = "glstate.lightmodel.ambient"
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lighting = True
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elif val.startswith("glstate_matrix_texture"):
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val = f"glstate.matrix.texture[{val[-1]}]" if legacy else f"UNITY_MATRIX_TEXTURE{val[-1]}"
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elif val == "glstate_matrix_mvp":
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val = "glstate.matrix.mvp" if legacy else "UNITY_MATRIX_MVP"
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elif val == "glstate_matrix_modelview0":
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val = "glstate.matrix.modelview[0]" if legacy else "UNITY_MATRIX_MV"
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elif val == "glstate_matrix_transpose_modelview0":
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val = "glstate.matrix.transpose.modelview[0]" if legacy else "UNITY_MATRIX_T_MV"
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elif val == "glstate_matrix_invtrans_modelview0":
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val = "glstate.matrix.invtrans.modelview[0]" if legacy else "UNITY_MATRIX_IT_MV"
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elif val.startswith("glstate"):
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raise ValueError(f"Unrecognized glstate: {val}")
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if dec[0] == "Local":
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loctab[key] = val
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elif dec[0] == "Matrix":
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for offset in range(0,4):
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loctab[key + offset] = f"{val}[{offset}]"
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del prog[i]
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i = i - 1
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i = i + 1
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if len(binds) > 0:
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header.append("BindChannels {")
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for b in binds:
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header.append(f"\t{b}")
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header.append("}")
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if lighting:
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header.append("Lighting On")
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return (keywords, header, loctab, locdecl)
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def resolve_args(args, loctab, consts):
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for a in range(0, len(args)):
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arg = args[a]
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neg = ""
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if arg[0] == '-':
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arg = arg[1:]
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neg = "-"
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# save swizzler!
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dot = arg.find(".")
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if dot > -1:
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swiz = arg[dot:]
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arg = arg[:dot]
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else:
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swiz = ""
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if arg[0] == 'r':
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pass
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elif arg[0] == 'v':
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pass
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elif arg[0] == 'c':
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if arg not in consts:
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key = int(arg[1:])
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arg = loctab[key]
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elif arg[0] == 'o':
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arg = f"o.{arg[1:].lower()}"
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elif re.match("[+-]?([0-9]*[.])?[0-9]+", arg):
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pass
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else:
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raise ValueError(f"Unknown arg {arg}")
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args[a] = neg + arg + swiz
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def decode(code, args):
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if code in decls:
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return [decls[code].format(*args)]
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elif code in ops:
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target = args[0]
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if target == "o.fog":
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return [ops[code].format(*args)]
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dot = re.search("\.[xyzw]+", target)
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if dot:
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swiz = target[dot.start()+1:]
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target = target[:dot.start()]
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else:
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swiz = "xyzw"
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lines = [ops[code].format("tmp", *args[1:])]
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for c in swiz:
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lines.append(f"{target}.{c} = tmp.{c};")
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return lines
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else:
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raise ValueError(f"Unknown code {code}")
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def process_asm(asm, loctab):
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shadertype = ""
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if asm[0] == "\"vs_1_1":
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shadertype = "vertex"
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else:
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raise ValueError(f"Unsupported shader type: {asm[0][1:]}")
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consts = set()
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translated = []
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i = 1
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while i < len(asm):
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instruction = asm[i]
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if instruction == "\"":
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break
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space = instruction.find(" ")
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if space == -1:
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code = instruction
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args = []
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else:
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code = instruction[:space]
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args = instruction[space+1:].split(", ")
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if code == "def":
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consts.add(args[0])
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resolve_args(args, loctab, consts)
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disasm = decode(code, args)
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# print(f"{instruction} \t==>\t{disasm}")
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disasm.insert(0, f"// {instruction}")
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translated.extend(disasm)
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i = i + 1
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return (shadertype, translated)
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def disassemble(text):
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asm = text.split('\n')[1:-1]
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(keywords, header, loctab, locdecl) = process_header(asm)
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(shadertype, disasm) = process_asm(asm, loctab)
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text = "\n".join(header) + "\n"
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text += cg_header
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if keywords:
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text += "#pragma multi_compile " + " ".join(keywords)
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if shadertype == "vertex":
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text += "#pragma vertex vert\n\n"
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text += struct_appdata + "\n"
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text += struct_v2f + "\n"
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text += "\n".join(locdecl) + "\n"
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if shadertype == "vertex":
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text += vertex_header + "\n"
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text += "\t" + "\n\t".join(disasm) + "\n\n"
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if shadertype == "vertex":
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text += vertex_footer + "\n"
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text += cg_footer
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return text
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dx2cg/main.py
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dx2cg/main.py
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#!/usr/bin/env python
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# coding: utf-8
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import os
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import sys
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from swapper import process
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def process_file(filename, suffix):
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dot = filename.rfind(".")
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if dot > -1:
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outfile_name = filename[:dot] + suffix + filename[dot:]
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else:
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outfile_name = filename + suffix
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return process(filename, outfile_name)
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def process_batch(path, suffix="_hlsl"):
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files = os.listdir(path)
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for f in files:
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if os.path.isdir(f):
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process_batch(f"{path}/{f}")
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else:
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try:
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if process_file(f"{path}/{f}", suffix):
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print(f"Processed {f}")
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else:
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print(f"Skipping {f}")
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except ValueError as err:
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print(f"Failed to process {f}: {err}")
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if __name__ == "__main__":
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if len(sys.argv) < 2:
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print("Usage: <shader-path> [outfile-suffix]")
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elif len(sys.argv) == 2:
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process_batch(sys.argv[1])
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else:
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process_batch(*sys.argv[1:2])
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dx2cg/swapper.py
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dx2cg/swapper.py
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#!/usr/bin/env python
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# coding: utf-8
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# parser for replacing d3d9 subprograms in shaderlab files with HLSL/CG
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# ycc 08/08/2022
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import re
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from disassembler import disassemble
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tabs = 3
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def indent(block):
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lines = block.split('\n')
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for i in range(0, len(lines)-1):
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lines[i] = tabs * "\t" + lines[i]
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return "\n".join(lines)
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def find_closing_bracket(block, i):
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count = 0;
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while i < len(block):
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if block[i] == '{':
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count = count + 1
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if block[i] == '}':
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count = count - 1
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if count == 0:
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return i
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i = i + 1
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raise ValueError(f"Block at {i} has no closing bracket")
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def process_program(prog):
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subprog_index = prog.find("SubProgram \"d3d9")
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if subprog_index == -1:
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raise ValueError(f"Program has no d3d9 subprogram")
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subprog_end_index = find_closing_bracket(prog, subprog_index)
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subprog = prog[subprog_index:subprog_end_index+1]
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processed = disassemble(subprog) + "\n"
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return indent(processed)
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def process_shader(shader):
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buf = shader
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processed = ''
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program_index = buf.find('Program')
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while program_index > -1:
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processed = processed + buf[:program_index]
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buf = buf[program_index:]
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line = re.search("#LINE [0-9]+\n", buf)
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if not line:
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raise ValueError(f"Program at {program_index} has no #LINE marker")
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end_index = line.end() + 1
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program_section = buf[program_index:end_index+1]
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processed = processed + process_program(program_section)
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buf = buf[end_index+1:]
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program_index = buf.find('Program')
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processed = processed + buf
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return processed
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def process(fn_in, fn_out):
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with open(fn_in, "r") as fi:
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buf = fi.read()
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processed = process_shader(buf)
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if buf != processed:
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with open(fn_out, "w") as fo:
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fo.write(processed)
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return True
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return False
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