Standalone support for basic fragment shaders

This commit is contained in:
gsemaj 2022-08-11 04:06:03 -04:00
parent 869d5b1976
commit d0e67d55c9
1 changed files with 51 additions and 18 deletions

View File

@ -29,11 +29,13 @@ reserved = {
}
decls = {
"dcl_position": "float4 {0} = vardat.vertex;",
"dcl_normal": "float4 {0} = float4(vardat.normal.x, vardat.normal.y, vardat.normal.z, 0);",
"dcl_texcoord0": "float4 {0} = vardat.texcoord;",
"dcl_texcoord1": "float4 {0} = vardat.texcoord1;",
"dcl_color": "float4 {0} = vardat.color;",
"dcl_position": "float4 {0} = vdat.vertex;",
"dcl_normal": "float4 {0} = float4(vdat.normal.x, vdat.normal.y, vdat.normal.z, 0);",
"dcl_texcoord0": "float4 {0} = vdat.texcoord;",
"dcl_texcoord1": "float4 {0} = vdat.texcoord1;",
"dcl_color": "float4 {0} = vdat.color;",
"dcl_2d": "; // no operation",
"dcl": "float4 {0[0]}{0[1]} = pdat.{0[0]}{0[1]};",
"def": "const float4 {0} = float4({1}, {2}, {3}, {4});",
}
@ -51,9 +53,10 @@ ops = {
"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);",
"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);",
"rcp": "{0} = ({1} == 0.0f) ? FLT_MAX : (({1} == 1.0f) ? {1} : (1 / {1}));",
"texld": "{0} = tex2D({2}, {1});",
}
struct_appdata = """struct appdata {
struct_a2v = """struct a2v {
\tfloat4 vertex : POSITION;
\tfloat3 normal : NORMAL;
\tfloat4 texcoord : TEXCOORD0;
@ -76,6 +79,11 @@ struct_v2f = f"""struct v2f {{
}};
"""
struct_f2a = """struct f2a {
\tfloat4 c0;
};
"""
cg_header = """CGPROGRAM
#include "UnityCG.cginc"
#pragma exclude_renderers xbox360 ps3 gles
@ -83,14 +91,27 @@ cg_header = """CGPROGRAM
cg_footer = """ENDCG"""
vertex_header = """v2f vert(appdata vardat) {
vertex_func = """v2f vert(a2v vdat) {{
\tfloat4 r0, r1, r2, r3, r4;
\tfloat4 tmp;
\tv2f o;
{0}
\treturn o;
}}
"""
vertex_footer = """\treturn o;
}"""
fragment_func = """float4 frag(v2f pdat) {{
\tfloat4 r0, r1, r2, r3, r4;
\tfloat4 tmp;
\tf2a o;
{0}
\treturn o.c0;
}}
"""
def process_header(prog):
keywords = []
@ -165,6 +186,7 @@ def process_header(prog):
key = f"s{textures}"
val = dec[1][1:-1]
loctab[key] = val
locdecl.append(f"sampler2D {val};")
textures = textures + 1
del prog[i]
@ -205,6 +227,8 @@ def resolve_args(args, loctab, consts):
pass
elif arg[0] == 'v':
pass
elif arg[0] == 't':
pass
elif arg[0] == 'c':
if arg not in consts:
arg = loctab[arg]
@ -239,12 +263,14 @@ def decode(code, args):
lines.append(f"{target}.{c} = tmp.{c};")
return lines
else:
raise ValueError(f"Unknown code {code}")
raise ValueError(f"Unknown opcode {code}")
def process_asm(asm, loctab):
shadertype = ""
if asm[0] == "\"vs_1_1":
shadertype = "vertex"
elif asm[0] == "\"ps_2_0":
shadertype = "fragment"
else:
raise ValueError(f"Unsupported shader type: {asm[0][1:]}")
@ -266,6 +292,10 @@ def process_asm(asm, loctab):
if code == "def":
consts.add(args[0])
pp = code.find("_pp")
if pp > -1:
code = code[:pp]
resolve_args(args, loctab, consts)
disasm = decode(code, args)
@ -281,20 +311,23 @@ def disassemble(text):
(keywords, header, loctab, locdecl) = process_header(asm)
(shadertype, disasm) = process_asm(asm, loctab)
text = "\n".join(header) + "\n"
text = "\n".join(header) + "\n" if len(header) > 0 else ""
text += cg_header
if keywords:
text += "#pragma multi_compile " + " ".join(keywords)
if shadertype == "vertex":
text += "#pragma vertex vert\n\n"
text += struct_appdata + "\n"
text += struct_v2f + "\n"
text += "#pragma vertex vert\n"
if shadertype == "fragment":
text += "#pragma fragment frag\n"
text += "\n"
text += struct_a2v + "\n"
text += struct_v2f + "\n"
text += struct_f2a + "\n"
text += "\n".join(locdecl) + "\n"
if shadertype == "vertex":
text += vertex_header + "\n"
text += "\t" + "\n\t".join(disasm) + "\n\n"
if shadertype == "vertex":
text += vertex_footer + "\n"
text += vertex_func.format("\t" + "\n\t".join(disasm))
if shadertype == "fragment":
text += fragment_func.format("\t" + "\n\t".join(disasm))
text += cg_footer
return text