mirror of
https://github.com/OpenFusionProject/scripts.git
synced 2024-11-21 22:00:04 +00:00
Compare commits
5 Commits
d0e67d55c9
...
7b750db9f9
Author | SHA1 | Date | |
---|---|---|---|
|
7b750db9f9 | ||
|
aa564926a0 | ||
|
2496f04987 | ||
|
916857edc3 | ||
|
3791e889c8 |
@ -6,6 +6,6 @@ Tools for converting d3d9 shader assembly to HLSL/Cg.
|
||||
|
||||
## Known issues
|
||||
- Only vertex shaders with profile `vs_1_1` are supported
|
||||
- No fragment shaders are supported yet
|
||||
- Only one subprogram in a subshader will be converted (for now)
|
||||
- Only fragment shaders with profile `ps_2_0` 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
|
||||
|
@ -30,7 +30,7 @@ reserved = {
|
||||
|
||||
decls = {
|
||||
"dcl_position": "float4 {0} = vdat.vertex;",
|
||||
"dcl_normal": "float4 {0} = float4(vdat.normal.x, vdat.normal.y, vdat.normal.z, 0);",
|
||||
"dcl_normal": "float4 {0} = float4(vdat.normal, 0);",
|
||||
"dcl_texcoord0": "float4 {0} = vdat.texcoord;",
|
||||
"dcl_texcoord1": "float4 {0} = vdat.texcoord1;",
|
||||
"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);",
|
||||
"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});",
|
||||
"texld": "{0} = tex2D({2}, (float2){1});",
|
||||
}
|
||||
|
||||
struct_a2v = """struct a2v {
|
||||
@ -80,7 +80,7 @@ struct_v2f = f"""struct v2f {{
|
||||
"""
|
||||
|
||||
struct_f2a = """struct f2a {
|
||||
\tfloat4 c0;
|
||||
\tfloat4 c0 : COLOR0;
|
||||
};
|
||||
"""
|
||||
|
||||
@ -102,20 +102,19 @@ vertex_func = """v2f vert(a2v vdat) {{
|
||||
}}
|
||||
"""
|
||||
|
||||
fragment_func = """float4 frag(v2f pdat) {{
|
||||
fragment_func = """f2a frag(v2f pdat) {{
|
||||
\tfloat4 r0, r1, r2, r3, r4;
|
||||
\tfloat4 tmp;
|
||||
\tf2a o;
|
||||
|
||||
{0}
|
||||
|
||||
\treturn o.c0;
|
||||
\treturn o;
|
||||
}}
|
||||
"""
|
||||
|
||||
def process_header(prog):
|
||||
keywords = []
|
||||
header = []
|
||||
loctab = {}
|
||||
locdecl = []
|
||||
binds = []
|
||||
@ -155,6 +154,11 @@ def process_header(prog):
|
||||
if lightval:
|
||||
val = f"glstate.light[{lightval[1]}].{lightval[2]}"
|
||||
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":
|
||||
val = "glstate.lightmodel.ambient"
|
||||
lighting = True
|
||||
@ -192,19 +196,10 @@ def process_header(prog):
|
||||
del prog[i]
|
||||
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)
|
||||
|
||||
return (keywords, header, loctab, locdecl)
|
||||
return (keywords, loctab, locdecl, binds, lighting)
|
||||
|
||||
def resolve_args(args, loctab, consts):
|
||||
for a in range(0, len(args)):
|
||||
@ -306,28 +301,52 @@ def process_asm(asm, loctab):
|
||||
|
||||
return (shadertype, translated)
|
||||
|
||||
def disassemble(text):
|
||||
asm = text.split('\n')[1:-1]
|
||||
(keywords, header, loctab, locdecl) = process_header(asm)
|
||||
(shadertype, disasm) = process_asm(asm, loctab)
|
||||
def disassemble(blocks):
|
||||
shaders = {}
|
||||
keywords = set()
|
||||
locdecl = set()
|
||||
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"
|
||||
|
||||
text = "\n".join(header) + "\n" if len(header) > 0 else ""
|
||||
if lighting:
|
||||
text += "Lighting On\n"
|
||||
|
||||
text += cg_header
|
||||
if keywords:
|
||||
if len(keywords) > 0:
|
||||
text += "#pragma multi_compile " + " ".join(keywords)
|
||||
if shadertype == "vertex":
|
||||
if "vertex" in shaders:
|
||||
text += "#pragma vertex vert\n"
|
||||
if shadertype == "fragment":
|
||||
if "fragment" in shaders:
|
||||
text += "#pragma fragment frag\n"
|
||||
text += "\n"
|
||||
text += struct_a2v + "\n"
|
||||
if "vertex" in shaders:
|
||||
text += struct_a2v + "\n"
|
||||
text += struct_v2f + "\n"
|
||||
text += struct_f2a + "\n"
|
||||
if "fragment" in shaders:
|
||||
text += struct_f2a + "\n"
|
||||
text += "\n".join(locdecl) + "\n"
|
||||
if shadertype == "vertex":
|
||||
text += vertex_func.format("\t" + "\n\t".join(disasm))
|
||||
if shadertype == "fragment":
|
||||
text += fragment_func.format("\t" + "\n\t".join(disasm))
|
||||
if "vertex" in shaders:
|
||||
text += "\n" + vertex_func.format("\t" + "\n\t".join(shaders["vertex"]))
|
||||
if "fragment" in shaders:
|
||||
text += "\n" + fragment_func.format("\t" + "\n\t".join(shaders["fragment"]))
|
||||
text += cg_footer
|
||||
return text
|
||||
|
||||
@ -337,5 +356,5 @@ if __name__ == "__main__":
|
||||
else:
|
||||
with open(sys.argv[1], "r") as fi:
|
||||
buf = fi.read()
|
||||
disasm = disassemble(buf)
|
||||
disasm = disassemble(buf.split('~'))
|
||||
print(disasm)
|
||||
|
@ -27,18 +27,24 @@ def find_closing_bracket(block, i):
|
||||
raise ValueError(f"Block at {i} has no closing bracket")
|
||||
|
||||
def process_program(prog):
|
||||
# print("processing:\n" + prog)
|
||||
subprogs = []
|
||||
subprog_index = prog.find("SubProgram \"d3d9")
|
||||
if subprog_index == -1:
|
||||
raise ValueError(f"Program has no d3d9 subprogram")
|
||||
subprog_end_index = find_closing_bracket(prog, subprog_index)
|
||||
subprog = prog[subprog_index:subprog_end_index+1]
|
||||
processed = disassemble(subprog) + "\n"
|
||||
while subprog_index > -1:
|
||||
subprog_end_index = find_closing_bracket(prog, subprog_index)
|
||||
subprog = prog[subprog_index:subprog_end_index+1]
|
||||
subprogs.append(subprog)
|
||||
prog = prog[subprog_end_index+1:]
|
||||
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)
|
||||
|
||||
def process_shader(shader):
|
||||
buf = shader
|
||||
processed = ''
|
||||
program_index = buf.find('Program')
|
||||
program_index = buf.find("Program \"\"")
|
||||
while program_index > -1:
|
||||
processed = processed + buf[:program_index]
|
||||
buf = buf[program_index:]
|
||||
@ -46,11 +52,11 @@ def process_shader(shader):
|
||||
if not line:
|
||||
raise ValueError(f"Program at {program_index} has no #LINE marker")
|
||||
end_index = line.end() + 1
|
||||
program_section = buf[program_index:end_index+1]
|
||||
program_section = buf[:end_index+1]
|
||||
processed = processed + process_program(program_section)
|
||||
buf = buf[end_index+1:]
|
||||
|
||||
program_index = buf.find('Program')
|
||||
program_index = buf.find("Program \"\"")
|
||||
processed = processed + buf
|
||||
return processed
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user