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3 changed files with 41 additions and 66 deletions

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@ -6,6 +6,6 @@ Tools for converting d3d9 shader assembly to HLSL/Cg.
## Known issues ## Known issues
- Only vertex shaders with profile `vs_1_1` are supported - Only vertex shaders with profile `vs_1_1` are supported
- Only fragment shaders with profile `ps_2_0` are supported - No fragment shaders are supported yet
- Only one subprogram in a subshader will be converted (for now)
- Only a limited set of instructions (those used by FF and Unity 2.6) are supported - Only a limited set of instructions (those used by FF and Unity 2.6) are supported
- Properties that don't begin with an underscore do not get captured as locals

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@ -30,7 +30,7 @@ reserved = {
decls = { decls = {
"dcl_position": "float4 {0} = vdat.vertex;", "dcl_position": "float4 {0} = vdat.vertex;",
"dcl_normal": "float4 {0} = float4(vdat.normal, 0);", "dcl_normal": "float4 {0} = float4(vdat.normal.x, vdat.normal.y, vdat.normal.z, 0);",
"dcl_texcoord0": "float4 {0} = vdat.texcoord;", "dcl_texcoord0": "float4 {0} = vdat.texcoord;",
"dcl_texcoord1": "float4 {0} = vdat.texcoord1;", "dcl_texcoord1": "float4 {0} = vdat.texcoord1;",
"dcl_color": "float4 {0} = vdat.color;", "dcl_color": "float4 {0} = vdat.color;",
@ -53,7 +53,7 @@ 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);", "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);", "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}));", "rcp": "{0} = ({1} == 0.0f) ? FLT_MAX : (({1} == 1.0f) ? {1} : (1 / {1}));",
"texld": "{0} = tex2D({2}, (float2){1});", "texld": "{0} = tex2D({2}, {1});",
} }
struct_a2v = """struct a2v { struct_a2v = """struct a2v {
@ -80,7 +80,7 @@ struct_v2f = f"""struct v2f {{
""" """
struct_f2a = """struct f2a { struct_f2a = """struct f2a {
\tfloat4 c0 : COLOR0; \tfloat4 c0;
}; };
""" """
@ -102,19 +102,20 @@ vertex_func = """v2f vert(a2v vdat) {{
}} }}
""" """
fragment_func = """f2a frag(v2f pdat) {{ fragment_func = """float4 frag(v2f pdat) {{
\tfloat4 r0, r1, r2, r3, r4; \tfloat4 r0, r1, r2, r3, r4;
\tfloat4 tmp; \tfloat4 tmp;
\tf2a o; \tf2a o;
{0} {0}
\treturn o; \treturn o.c0;
}} }}
""" """
def process_header(prog): def process_header(prog):
keywords = [] keywords = []
header = []
loctab = {} loctab = {}
locdecl = [] locdecl = []
binds = [] binds = []
@ -154,11 +155,6 @@ def process_header(prog):
if lightval: if lightval:
val = f"glstate.light[{lightval[1]}].{lightval[2]}" val = f"glstate.light[{lightval[1]}].{lightval[2]}"
lighting = True lighting = True
elif val == "_ObjectSpaceCameraPos" and not legacy:
val = "mul(_World2Object, float4(_WorldSpaceCameraPos, 1.0f))"
elif val == "_ObjectSpaceLightPos0" and not legacy:
val = "mul(_World2Object, _WorldSpaceLightPos0)"
lighting = True
elif val == "glstate_lightmodel_ambient": elif val == "glstate_lightmodel_ambient":
val = "glstate.lightmodel.ambient" val = "glstate.lightmodel.ambient"
lighting = True lighting = True
@ -197,9 +193,18 @@ def process_header(prog):
i = i - 1 i = i - 1
i = i + 1 i = i + 1
if len(binds) > 0:
header.append("BindChannels {")
for b in binds:
header.append(f"\t{b}")
header.append("}")
if lighting:
header.append("Lighting On")
# print(loctab) # print(loctab)
return (keywords, loctab, locdecl, binds, lighting) return (keywords, header, loctab, locdecl)
def resolve_args(args, loctab, consts): def resolve_args(args, loctab, consts):
for a in range(0, len(args)): for a in range(0, len(args)):
@ -301,52 +306,28 @@ def process_asm(asm, loctab):
return (shadertype, translated) return (shadertype, translated)
def disassemble(blocks): def disassemble(text):
shaders = {} asm = text.split('\n')[1:-1]
keywords = set() (keywords, header, loctab, locdecl) = process_header(asm)
locdecl = set() (shadertype, disasm) = process_asm(asm, loctab)
binds = set()
lighting = False
for block in blocks:
asm = block.split('\n')[1:-1]
(kw, ltab, ldecl, bds, light) = process_header(asm)
keywords.update(kw)
locdecl.update(ldecl)
binds.update(bds)
lighting |= light
(shadertype, disasm) = process_asm(asm, ltab)
shaders[shadertype] = disasm
text = ""
if len(binds) > 0:
text += "BindChannels {\n"
for b in binds:
text += f"\t{b}\n"
text += "}\n"
if lighting:
text += "Lighting On\n"
text = "\n".join(header) + "\n" if len(header) > 0 else ""
text += cg_header text += cg_header
if len(keywords) > 0: if keywords:
text += "#pragma multi_compile " + " ".join(keywords) text += "#pragma multi_compile " + " ".join(keywords)
if "vertex" in shaders: if shadertype == "vertex":
text += "#pragma vertex vert\n" text += "#pragma vertex vert\n"
if "fragment" in shaders: if shadertype == "fragment":
text += "#pragma fragment frag\n" text += "#pragma fragment frag\n"
text += "\n" text += "\n"
if "vertex" in shaders: text += struct_a2v + "\n"
text += struct_a2v + "\n"
text += struct_v2f + "\n" text += struct_v2f + "\n"
if "fragment" in shaders: text += struct_f2a + "\n"
text += struct_f2a + "\n"
text += "\n".join(locdecl) + "\n" text += "\n".join(locdecl) + "\n"
if "vertex" in shaders: if shadertype == "vertex":
text += "\n" + vertex_func.format("\t" + "\n\t".join(shaders["vertex"])) text += vertex_func.format("\t" + "\n\t".join(disasm))
if "fragment" in shaders: if shadertype == "fragment":
text += "\n" + fragment_func.format("\t" + "\n\t".join(shaders["fragment"])) text += fragment_func.format("\t" + "\n\t".join(disasm))
text += cg_footer text += cg_footer
return text return text
@ -356,5 +337,5 @@ if __name__ == "__main__":
else: else:
with open(sys.argv[1], "r") as fi: with open(sys.argv[1], "r") as fi:
buf = fi.read() buf = fi.read()
disasm = disassemble(buf.split('~')) disasm = disassemble(buf)
print(disasm) print(disasm)

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@ -27,24 +27,18 @@ def find_closing_bracket(block, i):
raise ValueError(f"Block at {i} has no closing bracket") raise ValueError(f"Block at {i} has no closing bracket")
def process_program(prog): def process_program(prog):
# print("processing:\n" + prog)
subprogs = []
subprog_index = prog.find("SubProgram \"d3d9") subprog_index = prog.find("SubProgram \"d3d9")
while subprog_index > -1: if subprog_index == -1:
subprog_end_index = find_closing_bracket(prog, subprog_index) raise ValueError(f"Program has no d3d9 subprogram")
subprog = prog[subprog_index:subprog_end_index+1] subprog_end_index = find_closing_bracket(prog, subprog_index)
subprogs.append(subprog) subprog = prog[subprog_index:subprog_end_index+1]
prog = prog[subprog_end_index+1:] processed = disassemble(subprog) + "\n"
subprog_index = prog.find("SubProgram \"d3d9")
if len(subprogs) < 1:
raise ValueError(f"Program has no d3d9 subprograms")
processed = disassemble(subprogs) + "\n"
return indent(processed) return indent(processed)
def process_shader(shader): def process_shader(shader):
buf = shader buf = shader
processed = '' processed = ''
program_index = buf.find("Program \"\"") program_index = buf.find('Program')
while program_index > -1: while program_index > -1:
processed = processed + buf[:program_index] processed = processed + buf[:program_index]
buf = buf[program_index:] buf = buf[program_index:]
@ -52,11 +46,11 @@ def process_shader(shader):
if not line: if not line:
raise ValueError(f"Program at {program_index} has no #LINE marker") raise ValueError(f"Program at {program_index} has no #LINE marker")
end_index = line.end() + 1 end_index = line.end() + 1
program_section = buf[:end_index+1] program_section = buf[program_index:end_index+1]
processed = processed + process_program(program_section) processed = processed + process_program(program_section)
buf = buf[end_index+1:] buf = buf[end_index+1:]
program_index = buf.find("Program \"\"") program_index = buf.find('Program')
processed = processed + buf processed = processed + buf
return processed return processed