3233 lines
117 KiB
C++
3233 lines
117 KiB
C++
/**
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* MojoShader; generate shader programs from bytecode of compiled
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* Direct3D shaders.
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*
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* Please see the file LICENSE.txt in the source's root directory.
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*
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* This file written by Ryan C. Gordon.
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*/
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// Modified by Lasse Oorni for Urho3D
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#ifndef _INCL_MOJOSHADER_H_
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#define _INCL_MOJOSHADER_H_
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* You can define this if you aren't generating mojoshader_version.h */
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// Urho3D: commented out to avoid the define
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/*
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#ifndef MOJOSHADER_NO_VERSION_INCLUDE
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#include "mojoshader_version.h"
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#endif
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*/
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#ifndef MOJOSHADER_VERSION
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#define MOJOSHADER_VERSION -1
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#endif
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#ifndef MOJOSHADER_CHANGESET
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#define MOJOSHADER_CHANGESET "???"
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#endif
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/*
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* For determining the version of MojoShader you are using:
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* const int compiled_against = MOJOSHADER_VERSION;
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* const int linked_against = MOJOSHADER_version();
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*
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* The version is a single integer that increments, not a major/minor value.
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*/
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int MOJOSHADER_version(void);
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/*
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* For determining the revision control changeset of MojoShader you are using:
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* const char *compiled_against = MOJOSHADER_CHANGESET;
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* const char *linked_against = MOJOSHADER_changeset();
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*
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* The version is an arbitrary, null-terminated ASCII string. It is probably
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* a hash that represents a revision control changeset, and can't be
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* compared to any other string to determine chronology.
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*
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* Do not attempt to free this string; it's statically allocated.
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*/
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const char *MOJOSHADER_changeset(void);
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/*
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* These allocators work just like the C runtime's malloc() and free()
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* (in fact, they probably use malloc() and free() internally if you don't
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* specify your own allocator, but don't rely on that behaviour).
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* (data) is the pointer you supplied when specifying these allocator
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* callbacks, in case you need instance-specific data...it is passed through
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* to your allocator unmolested, and can be NULL if you like.
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*/
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typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
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typedef void (*MOJOSHADER_free)(void *ptr, void *data);
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/*
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* These are enum values, but they also can be used in bitmasks, so we can
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* test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
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*/
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typedef enum
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{
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MOJOSHADER_TYPE_UNKNOWN = 0,
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MOJOSHADER_TYPE_PIXEL = (1 << 0),
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MOJOSHADER_TYPE_VERTEX = (1 << 1),
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MOJOSHADER_TYPE_GEOMETRY = (1 << 2), /* (not supported yet.) */
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MOJOSHADER_TYPE_ANY = 0xFFFFFFFF /* used for bitmasks */
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} MOJOSHADER_shaderType;
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/*
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* Data types for vertex attribute streams.
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*/
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typedef enum
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{
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MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
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MOJOSHADER_ATTRIBUTE_BYTE,
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MOJOSHADER_ATTRIBUTE_UBYTE,
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MOJOSHADER_ATTRIBUTE_SHORT,
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MOJOSHADER_ATTRIBUTE_USHORT,
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MOJOSHADER_ATTRIBUTE_INT,
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MOJOSHADER_ATTRIBUTE_UINT,
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MOJOSHADER_ATTRIBUTE_FLOAT,
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MOJOSHADER_ATTRIBUTE_DOUBLE,
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MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
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} MOJOSHADER_attributeType;
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/*
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* Data types for uniforms. See MOJOSHADER_uniform for more information.
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*/
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typedef enum
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{
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MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_UNIFORM_FLOAT,
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MOJOSHADER_UNIFORM_INT,
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MOJOSHADER_UNIFORM_BOOL,
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} MOJOSHADER_uniformType;
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/*
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* These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
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* calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
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* need this data, for example. These integers are register indexes. So if
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* index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
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* 4-float vector to be specified for what would be register "c6" in D3D
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* assembly language, before drawing with the shader.
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* (array_count) means this is an array of uniforms...this happens in some
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* profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
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* In those cases, the shader was built to set some range of constant
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* registers as an array. You should set this array with (array_count)
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* elements from the constant register file, starting at (index) instead of
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* just a single uniform. To be extra difficult, you'll need to fill in the
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* correct values from the MOJOSHADER_constant data into the appropriate
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* parts of the array, overriding the constant register file. Fun!
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* (constant) says whether this is a constant array; these need to be loaded
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* once at creation time, from the constant list and not ever updated from
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* the constant register file. This is a workaround for limitations in some
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* profiles.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
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* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_uniform
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{
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MOJOSHADER_uniformType type;
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int index;
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int array_count;
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int constant;
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const char *name;
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} MOJOSHADER_uniform;
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/*
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* These are the constants defined in a shader. These are data values
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* hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
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* override your Uniforms. This data is largely for informational purposes,
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* since they are compiled in and can't be changed, like Uniforms can be.
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* These integers are register indexes. So if index==6 and
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* type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
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* to be specified for what would be register "c6" in D3D assembly language,
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* before drawing with the shader.
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* (value) is the value of the constant, unioned by type.
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*/
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typedef struct MOJOSHADER_constant
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{
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MOJOSHADER_uniformType type;
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int index;
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union
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{
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float f[4]; /* if type==MOJOSHADER_UNIFORM_FLOAT */
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int i[4]; /* if type==MOJOSHADER_UNIFORM_INT */
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int b; /* if type==MOJOSHADER_UNIFORM_BOOL */
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} value;
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} MOJOSHADER_constant;
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/*
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* Data types for samplers. See MOJOSHADER_sampler for more information.
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*/
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typedef enum
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{
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MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_SAMPLER_2D,
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MOJOSHADER_SAMPLER_CUBE,
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MOJOSHADER_SAMPLER_VOLUME,
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} MOJOSHADER_samplerType;
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/*
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* These are the samplers to be set for a shader. ...
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* IDirect3DDevice::SetTexture() would need this data, for example.
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* These integers are the sampler "stage". So if index==6 and
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* type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
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* to be specified for what would be register "s6" in D3D assembly language,
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* before drawing with the shader.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
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* applicable to the requested profile.
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* (texbem) will be non-zero if a TEXBEM opcode references this sampler. This
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* is only used in legacy shaders (ps_1_1 through ps_1_3), but it needs some
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* special support to work, as we have to load a magic uniform behind the
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* scenes to support it. Most code can ignore this field in general, and no
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* one has to touch it unless they really know what they're doing.
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*/
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typedef struct MOJOSHADER_sampler
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{
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MOJOSHADER_samplerType type;
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int index;
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const char *name;
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int texbem;
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} MOJOSHADER_sampler;
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/*
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* This struct is used if you have to force a sampler to a specific type.
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* Generally, you can ignore this, but if you have, say, a ps_1_1
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* shader, you might need to specify what the samplers are meant to be
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* to get correct results, as Shader Model 1 samples textures according
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* to what is bound to a sampler at the moment instead of what the shader
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* is hardcoded to expect.
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*/
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typedef struct MOJOSHADER_samplerMap
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{
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int index;
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MOJOSHADER_samplerType type;
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} MOJOSHADER_samplerMap;
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/*
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* Data types for attributes. See MOJOSHADER_attribute for more information.
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*/
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typedef enum
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{
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MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_USAGE_POSITION,
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MOJOSHADER_USAGE_BLENDWEIGHT,
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MOJOSHADER_USAGE_BLENDINDICES,
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MOJOSHADER_USAGE_NORMAL,
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MOJOSHADER_USAGE_POINTSIZE,
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MOJOSHADER_USAGE_TEXCOORD,
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MOJOSHADER_USAGE_TANGENT,
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MOJOSHADER_USAGE_BINORMAL,
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MOJOSHADER_USAGE_TESSFACTOR,
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MOJOSHADER_USAGE_POSITIONT,
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MOJOSHADER_USAGE_COLOR,
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MOJOSHADER_USAGE_FOG,
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MOJOSHADER_USAGE_DEPTH,
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MOJOSHADER_USAGE_SAMPLE,
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MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */
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} MOJOSHADER_usage;
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/*
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* These are the attributes to be set for a shader. "Attributes" are what
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* Direct3D calls "Vertex Declarations Usages" ...
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* IDirect3DDevice::CreateVertexDeclaration() would need this data, for
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* example. Each attribute is associated with an array of data that uses one
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* element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
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* means we'd expect a secondary color array to be bound to this shader
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* before drawing.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
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* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_attribute
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{
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MOJOSHADER_usage usage;
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int index;
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const char *name;
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} MOJOSHADER_attribute;
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/*
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* Use this if you want to specify newly-parsed code to swizzle incoming
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* data. This can be useful if you know, at parse time, that a shader
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* will be processing data on COLOR0 that should be RGBA, but you'll
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* be passing it a vertex array full of ARGB instead.
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*/
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typedef struct MOJOSHADER_swizzle
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{
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MOJOSHADER_usage usage;
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unsigned int index;
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unsigned char swizzles[4]; /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
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} MOJOSHADER_swizzle;
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/*
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* MOJOSHADER_symbol data.
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*
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* These are used to expose high-level information in shader bytecode.
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* They associate HLSL variables with registers. This data is used for both
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* debugging and optimization.
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*/
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typedef enum
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{
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MOJOSHADER_SYMREGSET_BOOL,
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MOJOSHADER_SYMREGSET_INT4,
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MOJOSHADER_SYMREGSET_FLOAT4,
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MOJOSHADER_SYMREGSET_SAMPLER,
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} MOJOSHADER_symbolRegisterSet;
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typedef enum
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{
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MOJOSHADER_SYMCLASS_SCALAR,
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MOJOSHADER_SYMCLASS_VECTOR,
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MOJOSHADER_SYMCLASS_MATRIX_ROWS,
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MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
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MOJOSHADER_SYMCLASS_OBJECT,
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MOJOSHADER_SYMCLASS_STRUCT,
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} MOJOSHADER_symbolClass;
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typedef enum
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{
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MOJOSHADER_SYMTYPE_VOID,
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MOJOSHADER_SYMTYPE_BOOL,
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MOJOSHADER_SYMTYPE_INT,
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MOJOSHADER_SYMTYPE_FLOAT,
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MOJOSHADER_SYMTYPE_STRING,
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MOJOSHADER_SYMTYPE_TEXTURE,
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MOJOSHADER_SYMTYPE_TEXTURE1D,
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MOJOSHADER_SYMTYPE_TEXTURE2D,
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MOJOSHADER_SYMTYPE_TEXTURE3D,
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MOJOSHADER_SYMTYPE_TEXTURECUBE,
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MOJOSHADER_SYMTYPE_SAMPLER,
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MOJOSHADER_SYMTYPE_SAMPLER1D,
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MOJOSHADER_SYMTYPE_SAMPLER2D,
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MOJOSHADER_SYMTYPE_SAMPLER3D,
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MOJOSHADER_SYMTYPE_SAMPLERCUBE,
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MOJOSHADER_SYMTYPE_PIXELSHADER,
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MOJOSHADER_SYMTYPE_VERTEXSHADER,
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MOJOSHADER_SYMTYPE_PIXELFRAGMENT,
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MOJOSHADER_SYMTYPE_VERTEXFRAGMENT,
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MOJOSHADER_SYMTYPE_UNSUPPORTED,
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} MOJOSHADER_symbolType;
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typedef struct MOJOSHADER_symbolStructMember MOJOSHADER_symbolStructMember;
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typedef struct MOJOSHADER_symbolTypeInfo
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{
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MOJOSHADER_symbolClass parameter_class;
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MOJOSHADER_symbolType parameter_type;
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unsigned int rows;
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unsigned int columns;
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unsigned int elements;
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unsigned int member_count;
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MOJOSHADER_symbolStructMember *members;
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} MOJOSHADER_symbolTypeInfo;
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struct MOJOSHADER_symbolStructMember
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{
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const char *name;
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MOJOSHADER_symbolTypeInfo info;
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};
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typedef struct MOJOSHADER_symbol
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{
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const char *name;
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MOJOSHADER_symbolRegisterSet register_set;
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unsigned int register_index;
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unsigned int register_count;
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MOJOSHADER_symbolTypeInfo info;
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} MOJOSHADER_symbol;
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/*
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* These are used with MOJOSHADER_error as special case positions.
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*/
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#define MOJOSHADER_POSITION_NONE (-3)
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#define MOJOSHADER_POSITION_BEFORE (-2)
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#define MOJOSHADER_POSITION_AFTER (-1)
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typedef struct MOJOSHADER_error
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{
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/*
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* Human-readable error, if there is one. Will be NULL if there was no
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* error. The string will be UTF-8 encoded, and English only. Most of
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* these shouldn't be shown to the end-user anyhow.
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*/
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const char *error;
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/*
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* Filename where error happened. This can be NULL if the information
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* isn't available.
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*/
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const char *filename;
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/*
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* Position of error, if there is one. Will be MOJOSHADER_POSITION_NONE if
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* there was no error, MOJOSHADER_POSITION_BEFORE if there was an error
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* before processing started, and MOJOSHADER_POSITION_AFTER if there was
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* an error during final processing. If >= 0, MOJOSHADER_parse() sets
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* this to the byte offset (starting at zero) into the bytecode you
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* supplied, and MOJOSHADER_assemble(), MOJOSHADER_parseAst(), and
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* MOJOSHADER_compile() sets this to a a line number in the source code
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* you supplied (starting at one).
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*/
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int error_position;
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} MOJOSHADER_error;
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/* !!! FIXME: document me. */
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typedef enum MOJOSHADER_preshaderOpcode
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{
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MOJOSHADER_PRESHADEROP_NOP,
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MOJOSHADER_PRESHADEROP_MOV,
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MOJOSHADER_PRESHADEROP_NEG,
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MOJOSHADER_PRESHADEROP_RCP,
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MOJOSHADER_PRESHADEROP_FRC,
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MOJOSHADER_PRESHADEROP_EXP,
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MOJOSHADER_PRESHADEROP_LOG,
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MOJOSHADER_PRESHADEROP_RSQ,
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MOJOSHADER_PRESHADEROP_SIN,
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MOJOSHADER_PRESHADEROP_COS,
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MOJOSHADER_PRESHADEROP_ASIN,
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MOJOSHADER_PRESHADEROP_ACOS,
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MOJOSHADER_PRESHADEROP_ATAN,
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MOJOSHADER_PRESHADEROP_MIN,
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MOJOSHADER_PRESHADEROP_MAX,
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MOJOSHADER_PRESHADEROP_LT,
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MOJOSHADER_PRESHADEROP_GE,
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MOJOSHADER_PRESHADEROP_ADD,
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MOJOSHADER_PRESHADEROP_MUL,
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MOJOSHADER_PRESHADEROP_ATAN2,
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MOJOSHADER_PRESHADEROP_DIV,
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MOJOSHADER_PRESHADEROP_CMP,
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MOJOSHADER_PRESHADEROP_MOVC,
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MOJOSHADER_PRESHADEROP_DOT,
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MOJOSHADER_PRESHADEROP_NOISE,
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MOJOSHADER_PRESHADEROP_SCALAR_OPS,
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MOJOSHADER_PRESHADEROP_MIN_SCALAR = MOJOSHADER_PRESHADEROP_SCALAR_OPS,
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MOJOSHADER_PRESHADEROP_MAX_SCALAR,
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MOJOSHADER_PRESHADEROP_LT_SCALAR,
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MOJOSHADER_PRESHADEROP_GE_SCALAR,
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MOJOSHADER_PRESHADEROP_ADD_SCALAR,
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MOJOSHADER_PRESHADEROP_MUL_SCALAR,
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MOJOSHADER_PRESHADEROP_ATAN2_SCALAR,
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MOJOSHADER_PRESHADEROP_DIV_SCALAR,
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MOJOSHADER_PRESHADEROP_DOT_SCALAR,
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MOJOSHADER_PRESHADEROP_NOISE_SCALAR,
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} MOJOSHADER_preshaderOpcode;
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typedef enum MOJOSHADER_preshaderOperandType
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{
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MOJOSHADER_PRESHADEROPERAND_INPUT,
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MOJOSHADER_PRESHADEROPERAND_OUTPUT,
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MOJOSHADER_PRESHADEROPERAND_LITERAL,
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MOJOSHADER_PRESHADEROPERAND_TEMP,
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} MOJOSHADER_preshaderOperandType;
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typedef struct MOJOSHADER_preshaderOperand
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{
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MOJOSHADER_preshaderOperandType type;
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unsigned int index;
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} MOJOSHADER_preshaderOperand;
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typedef struct MOJOSHADER_preshaderInstruction
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{
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MOJOSHADER_preshaderOpcode opcode;
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unsigned int element_count;
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unsigned int operand_count;
|
|
MOJOSHADER_preshaderOperand operands[3];
|
|
} MOJOSHADER_preshaderInstruction;
|
|
|
|
typedef struct MOJOSHADER_preshader
|
|
{
|
|
unsigned int literal_count;
|
|
double *literals;
|
|
unsigned int temp_count; /* scalar, not vector! */
|
|
unsigned int symbol_count;
|
|
MOJOSHADER_symbol *symbols;
|
|
unsigned int instruction_count;
|
|
MOJOSHADER_preshaderInstruction *instructions;
|
|
} MOJOSHADER_preshader;
|
|
|
|
/*
|
|
* Structure used to return data from parsing of a shader...
|
|
*/
|
|
/* !!! FIXME: most of these ints should be unsigned. */
|
|
typedef struct MOJOSHADER_parseData
|
|
{
|
|
/*
|
|
* The number of elements pointed to by (errors).
|
|
*/
|
|
int error_count;
|
|
|
|
/*
|
|
* (error_count) elements of data that specify errors that were generated
|
|
* by parsing this shader.
|
|
* This can be NULL if there were no errors or if (error_count) is zero.
|
|
*/
|
|
MOJOSHADER_error *errors;
|
|
|
|
/*
|
|
* The name of the profile used to parse the shader. Will be NULL on error.
|
|
*/
|
|
const char *profile;
|
|
|
|
/*
|
|
* Bytes of output from parsing. Most profiles produce a string of source
|
|
* code, but profiles that do binary output may not be text at all.
|
|
* Will be NULL on error.
|
|
*/
|
|
const char *output;
|
|
|
|
/*
|
|
* Byte count for output, not counting any null terminator. Most profiles
|
|
* produce an ASCII string of source code (which will be null-terminated
|
|
* even though that null char isn't included in output_len), but profiles
|
|
* that do binary output may not be text at all. Will be 0 on error.
|
|
*/
|
|
int output_len;
|
|
|
|
/*
|
|
* Count of Direct3D instruction slots used. This is meaningless in terms
|
|
* of the actual output, as the profile will probably grow or reduce
|
|
* the count (or for high-level languages, not have that information at
|
|
* all). Also, as with Microsoft's own assembler, this value is just a
|
|
* rough estimate, as unpredicable real-world factors make the actual
|
|
* value vary at least a little from this count. Still, it can give you
|
|
* a rough idea of the size of your shader. Will be zero on error.
|
|
*/
|
|
int instruction_count;
|
|
|
|
/*
|
|
* The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error.
|
|
*/
|
|
MOJOSHADER_shaderType shader_type;
|
|
|
|
/*
|
|
* The shader's major version. If this was a "vs_3_0", this would be 3.
|
|
*/
|
|
int major_ver;
|
|
|
|
/*
|
|
* The shader's minor version. If this was a "ps_1_4", this would be 4.
|
|
* Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255.
|
|
*/
|
|
int minor_ver;
|
|
|
|
/*
|
|
* The number of elements pointed to by (uniforms).
|
|
*/
|
|
int uniform_count;
|
|
|
|
/*
|
|
* (uniform_count) elements of data that specify Uniforms to be set for
|
|
* this shader. See discussion on MOJOSHADER_uniform for details.
|
|
* This can be NULL on error or if (uniform_count) is zero.
|
|
*/
|
|
MOJOSHADER_uniform *uniforms;
|
|
|
|
/*
|
|
* The number of elements pointed to by (constants).
|
|
*/
|
|
int constant_count;
|
|
|
|
/*
|
|
* (constant_count) elements of data that specify constants used in
|
|
* this shader. See discussion on MOJOSHADER_constant for details.
|
|
* This can be NULL on error or if (constant_count) is zero.
|
|
* This is largely informational: constants are hardcoded into a shader.
|
|
* The constants that you can set like parameters are in the "uniforms"
|
|
* list.
|
|
*/
|
|
MOJOSHADER_constant *constants;
|
|
|
|
/*
|
|
* The number of elements pointed to by (samplers).
|
|
*/
|
|
int sampler_count;
|
|
|
|
/*
|
|
* (sampler_count) elements of data that specify Samplers to be set for
|
|
* this shader. See discussion on MOJOSHADER_sampler for details.
|
|
* This can be NULL on error or if (sampler_count) is zero.
|
|
*/
|
|
MOJOSHADER_sampler *samplers;
|
|
|
|
/* !!! FIXME: this should probably be "input" and not "attribute" */
|
|
/*
|
|
* The number of elements pointed to by (attributes).
|
|
*/
|
|
int attribute_count;
|
|
|
|
/* !!! FIXME: this should probably be "input" and not "attribute" */
|
|
/*
|
|
* (attribute_count) elements of data that specify Attributes to be set
|
|
* for this shader. See discussion on MOJOSHADER_attribute for details.
|
|
* This can be NULL on error or if (attribute_count) is zero.
|
|
*/
|
|
MOJOSHADER_attribute *attributes;
|
|
|
|
/*
|
|
* The number of elements pointed to by (outputs).
|
|
*/
|
|
int output_count;
|
|
|
|
/*
|
|
* (output_count) elements of data that specify outputs this shader
|
|
* writes to. See discussion on MOJOSHADER_attribute for details.
|
|
* This can be NULL on error or if (output_count) is zero.
|
|
*/
|
|
MOJOSHADER_attribute *outputs;
|
|
|
|
/*
|
|
* The number of elements pointed to by (swizzles).
|
|
*/
|
|
int swizzle_count;
|
|
|
|
/* !!! FIXME: this should probably be "input" and not "attribute" */
|
|
/*
|
|
* (swizzle_count) elements of data that specify swizzles the shader will
|
|
* apply to incoming attributes. This is a copy of what was passed to
|
|
* MOJOSHADER_parseData().
|
|
* This can be NULL on error or if (swizzle_count) is zero.
|
|
*/
|
|
MOJOSHADER_swizzle *swizzles;
|
|
|
|
/*
|
|
* The number of elements pointed to by (symbols).
|
|
*/
|
|
int symbol_count;
|
|
|
|
/*
|
|
* (symbol_count) elements of data that specify high-level symbol data
|
|
* for the shader. This will be parsed from the CTAB section
|
|
* in bytecode, and will be a copy of what you provide to
|
|
* MOJOSHADER_assemble(). This data is optional.
|
|
* This can be NULL on error or if (symbol_count) is zero.
|
|
*/
|
|
MOJOSHADER_symbol *symbols;
|
|
|
|
/*
|
|
* !!! FIXME: document me.
|
|
* This can be NULL on error or if no preshader was available.
|
|
*/
|
|
MOJOSHADER_preshader *preshader;
|
|
|
|
/*
|
|
* This is the malloc implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_malloc malloc;
|
|
|
|
/*
|
|
* This is the free implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_free free;
|
|
|
|
/*
|
|
* This is the pointer you passed as opaque data for your allocator.
|
|
*/
|
|
void *malloc_data;
|
|
} MOJOSHADER_parseData;
|
|
|
|
|
|
/*
|
|
* Profile string for Direct3D assembly language output.
|
|
*/
|
|
#define MOJOSHADER_PROFILE_D3D "d3d"
|
|
|
|
/*
|
|
* Profile string for passthrough of the original bytecode, unchanged.
|
|
*/
|
|
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"
|
|
|
|
/*
|
|
* Profile string for GLSL: OpenGL high-level shader language output.
|
|
*/
|
|
#define MOJOSHADER_PROFILE_GLSL "glsl"
|
|
|
|
/*
|
|
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
|
|
*/
|
|
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
|
|
|
|
/*
|
|
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
|
|
*/
|
|
#define MOJOSHADER_PROFILE_ARB1 "arb1"
|
|
|
|
/*
|
|
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 2.0 extensions:
|
|
* GL_NV_vertex_program2_option and GL_NV_fragment_program2
|
|
*/
|
|
#define MOJOSHADER_PROFILE_NV2 "nv2"
|
|
|
|
/*
|
|
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 3.0 extensions:
|
|
* GL_NV_vertex_program3 and GL_NV_fragment_program2
|
|
*/
|
|
#define MOJOSHADER_PROFILE_NV3 "nv3"
|
|
|
|
/*
|
|
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
|
|
* GL_NV_gpu_program4
|
|
*/
|
|
#define MOJOSHADER_PROFILE_NV4 "nv4"
|
|
|
|
/*
|
|
* Determine the highest supported Shader Model for a profile.
|
|
*/
|
|
int MOJOSHADER_maxShaderModel(const char *profile);
|
|
|
|
|
|
/*
|
|
* Parse a compiled Direct3D shader's bytecode.
|
|
*
|
|
* This is your primary entry point into MojoShader. You need to pass it
|
|
* a compiled D3D shader and tell it which "profile" you want to use to
|
|
* convert it into useful data.
|
|
*
|
|
* The available profiles are the set of MOJOSHADER_PROFILE_* defines.
|
|
* Note that MojoShader may be built without support for all listed
|
|
* profiles (in which case using one here will return with an error).
|
|
*
|
|
* As parsing requires some memory to be allocated, you may provide a custom
|
|
* allocator to this function, which will be used to allocate/free memory.
|
|
* They function just like malloc() and free(). We do not use realloc().
|
|
* If you don't care, pass NULL in for the allocator functions. If your
|
|
* allocator needs instance-specific data, you may supply it with the
|
|
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
|
|
*
|
|
* This function returns a MOJOSHADER_parseData.
|
|
*
|
|
* This function will never return NULL, even if the system is completely
|
|
* out of memory upon entry (in which case, this function returns a static
|
|
* MOJOSHADER_parseData object, which is still safe to pass to
|
|
* MOJOSHADER_freeParseData()).
|
|
*
|
|
* You can tell the generated program to swizzle certain inputs. If you know
|
|
* that COLOR0 should be RGBA but you're passing in ARGB, you can specify
|
|
* a swizzle of { MOJOSHADER_USAGE_COLOR, 0, {1,2,3,0} } to (swiz). If the
|
|
* input register in the code would produce reg.ywzx, that swizzle would
|
|
* change it to reg.wzxy ... (swiz) can be NULL.
|
|
*
|
|
* You can force the shader to expect samplers of certain types. Generally
|
|
* you don't need this, as Shader Model 2 and later always specify what they
|
|
* expect samplers to be (2D, cubemap, etc). Shader Model 1, however, just
|
|
* uses whatever is bound to a given sampler at draw time, but this doesn't
|
|
* work in OpenGL, etc. In these cases, MojoShader will default to
|
|
* 2D texture sampling (or cubemap sampling, in cases where it makes sense,
|
|
* like the TEXM3X3TEX opcode), which works 75% of the time, but if you
|
|
* really needed something else, you'll need to specify it here. This can
|
|
* also be used, at your own risk, to override DCL opcodes in shaders: if
|
|
* the shader explicit says 2D, but you want Cubemap, for example, you can
|
|
* use this to override. If you aren't sure about any of this stuff, you can
|
|
* (and should) almost certainly ignore it: (smap) can be NULL.
|
|
*
|
|
* This function is thread safe, so long as (m) and (f) are too, and that
|
|
* (tokenbuf) remains intact for the duration of the call. This allows you
|
|
* to parse several shaders on separate CPU cores at the same time.
|
|
*/
|
|
const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
|
|
const unsigned char *tokenbuf,
|
|
const unsigned int bufsize,
|
|
const MOJOSHADER_swizzle *swiz,
|
|
const unsigned int swizcount,
|
|
const MOJOSHADER_samplerMap *smap,
|
|
const unsigned int smapcount,
|
|
MOJOSHADER_malloc m,
|
|
MOJOSHADER_free f,
|
|
void *d);
|
|
|
|
/*
|
|
* Call this to dispose of parsing results when you are done with them.
|
|
* This will call the MOJOSHADER_free function you provided to
|
|
* MOJOSHADER_parse multiple times, if you provided one.
|
|
* Passing a NULL here is a safe no-op.
|
|
*
|
|
* This function is thread safe, so long as any allocator you passed into
|
|
* MOJOSHADER_parse() is, too.
|
|
*/
|
|
void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
|
|
|
|
|
|
/* Effects interface... */ /* !!! FIXME: THIS API IS NOT STABLE YET! */
|
|
|
|
typedef struct MOJOSHADER_effectParam
|
|
{
|
|
const char *name;
|
|
const char *semantic;
|
|
} MOJOSHADER_effectParam;
|
|
|
|
typedef struct MOJOSHADER_effectState
|
|
{
|
|
unsigned int type;
|
|
} MOJOSHADER_effectState;
|
|
|
|
typedef struct MOJOSHADER_effectPass
|
|
{
|
|
const char *name;
|
|
unsigned int state_count;
|
|
MOJOSHADER_effectState *states;
|
|
} MOJOSHADER_effectPass;
|
|
|
|
typedef struct MOJOSHADER_effectTechnique
|
|
{
|
|
const char *name;
|
|
unsigned int pass_count;
|
|
MOJOSHADER_effectPass *passes;
|
|
} MOJOSHADER_effectTechnique;
|
|
|
|
typedef struct MOJOSHADER_effectTexture
|
|
{
|
|
unsigned int param;
|
|
const char *name;
|
|
} MOJOSHADER_effectTexture;
|
|
|
|
typedef struct MOJOSHADER_effectShader
|
|
{
|
|
unsigned int technique;
|
|
unsigned int pass;
|
|
const MOJOSHADER_parseData *shader;
|
|
} MOJOSHADER_effectShader;
|
|
|
|
/*
|
|
* Structure used to return data from parsing of an effect file...
|
|
*/
|
|
/* !!! FIXME: most of these ints should be unsigned. */
|
|
typedef struct MOJOSHADER_effect
|
|
{
|
|
/*
|
|
* The number of elements pointed to by (errors).
|
|
*/
|
|
int error_count;
|
|
|
|
/*
|
|
* (error_count) elements of data that specify errors that were generated
|
|
* by parsing this shader.
|
|
* This can be NULL if there were no errors or if (error_count) is zero.
|
|
*/
|
|
MOJOSHADER_error *errors;
|
|
|
|
/*
|
|
* The name of the profile used to parse the shader. Will be NULL on error.
|
|
*/
|
|
const char *profile;
|
|
|
|
/*
|
|
* The number of params pointed to by (params).
|
|
*/
|
|
int param_count;
|
|
|
|
/*
|
|
* (param_count) elements of data that specify parameter bind points for
|
|
* this effect.
|
|
* This can be NULL on error or if (param_count) is zero.
|
|
*/
|
|
MOJOSHADER_effectParam *params;
|
|
|
|
/*
|
|
* The number of elements pointed to by (techniques).
|
|
*/
|
|
int technique_count;
|
|
|
|
/*
|
|
* (technique_count) elements of data that specify techniques used in
|
|
* this effect. Each technique contains a series of passes, and each pass
|
|
* specifies state and shaders that affect rendering.
|
|
* This can be NULL on error or if (technique_count) is zero.
|
|
*/
|
|
MOJOSHADER_effectTechnique *techniques;
|
|
|
|
/*
|
|
* The number of elements pointed to by (textures).
|
|
*/
|
|
int texture_count;
|
|
|
|
/*
|
|
* (texture_count) elements of data that specify textures used in
|
|
* this effect.
|
|
* This can be NULL on error or if (texture_count) is zero.
|
|
*/
|
|
MOJOSHADER_effectTexture *textures;
|
|
|
|
/*
|
|
* The number of elements pointed to by (shaders).
|
|
*/
|
|
int shader_count;
|
|
|
|
/*
|
|
* (shader_count) elements of data that specify shaders used in
|
|
* this effect.
|
|
* This can be NULL on error or if (shader_count) is zero.
|
|
*/
|
|
MOJOSHADER_effectShader *shaders;
|
|
|
|
/*
|
|
* This is the malloc implementation you passed to MOJOSHADER_parseEffect().
|
|
*/
|
|
MOJOSHADER_malloc malloc;
|
|
|
|
/*
|
|
* This is the free implementation you passed to MOJOSHADER_parseEffect().
|
|
*/
|
|
MOJOSHADER_free free;
|
|
|
|
/*
|
|
* This is the pointer you passed as opaque data for your allocator.
|
|
*/
|
|
void *malloc_data;
|
|
} MOJOSHADER_effect;
|
|
|
|
/* !!! FIXME: document me. */
|
|
const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
|
|
const unsigned char *buf,
|
|
const unsigned int _len,
|
|
const MOJOSHADER_swizzle *swiz,
|
|
const unsigned int swizcount,
|
|
const MOJOSHADER_samplerMap *smap,
|
|
const unsigned int smapcount,
|
|
MOJOSHADER_malloc m,
|
|
MOJOSHADER_free f,
|
|
void *d);
|
|
|
|
|
|
/* !!! FIXME: document me. */
|
|
void MOJOSHADER_freeEffect(const MOJOSHADER_effect *effect);
|
|
|
|
|
|
/* Preprocessor interface... */
|
|
|
|
/*
|
|
* Structure used to pass predefined macros. Maps to D3DXMACRO.
|
|
* You can have macro arguments: set identifier to "a(b, c)" or whatever.
|
|
*/
|
|
typedef struct MOJOSHADER_preprocessorDefine
|
|
{
|
|
const char *identifier;
|
|
const char *definition;
|
|
} MOJOSHADER_preprocessorDefine;
|
|
|
|
/*
|
|
* Used with the MOJOSHADER_includeOpen callback. Maps to D3DXINCLUDE_TYPE.
|
|
*/
|
|
typedef enum
|
|
{
|
|
MOJOSHADER_INCLUDETYPE_LOCAL, /* local header: #include "blah.h" */
|
|
MOJOSHADER_INCLUDETYPE_SYSTEM /* system header: #include <blah.h> */
|
|
} MOJOSHADER_includeType;
|
|
|
|
|
|
/*
|
|
* Structure used to return data from preprocessing of a shader...
|
|
*/
|
|
/* !!! FIXME: most of these ints should be unsigned. */
|
|
typedef struct MOJOSHADER_preprocessData
|
|
{
|
|
/*
|
|
* The number of elements pointed to by (errors).
|
|
*/
|
|
int error_count;
|
|
|
|
/*
|
|
* (error_count) elements of data that specify errors that were generated
|
|
* by parsing this shader.
|
|
* This can be NULL if there were no errors or if (error_count) is zero.
|
|
*/
|
|
MOJOSHADER_error *errors;
|
|
|
|
/*
|
|
* Bytes of output from preprocessing. This is a UTF-8 string. We
|
|
* guarantee it to be NULL-terminated. Will be NULL on error.
|
|
*/
|
|
const char *output;
|
|
|
|
/*
|
|
* Byte count for output, not counting any null terminator.
|
|
* Will be 0 on error.
|
|
*/
|
|
int output_len;
|
|
|
|
/*
|
|
* This is the malloc implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_malloc malloc;
|
|
|
|
/*
|
|
* This is the free implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_free free;
|
|
|
|
/*
|
|
* This is the pointer you passed as opaque data for your allocator.
|
|
*/
|
|
void *malloc_data;
|
|
} MOJOSHADER_preprocessData;
|
|
|
|
|
|
/*
|
|
* This callback allows an app to handle #include statements for the
|
|
* preprocessor. When the preprocessor sees an #include, it will call this
|
|
* function to obtain the contents of the requested file. This is optional;
|
|
* the preprocessor will open files directly if no callback is supplied, but
|
|
* this allows an app to retrieve data from something other than the
|
|
* traditional filesystem (for example, headers packed in a .zip file or
|
|
* headers generated on-the-fly).
|
|
*
|
|
* This function maps to ID3DXInclude::Open()
|
|
*
|
|
* (inctype) specifies the type of header we wish to include.
|
|
* (fname) specifies the name of the file specified on the #include line.
|
|
* (parent) is a string of the entire source file containing the include, in
|
|
* its original, not-yet-preprocessed state. Note that this is just the
|
|
* contents of the specific file, not all source code that the preprocessor
|
|
* has seen through other includes, etc.
|
|
* (outdata) will be set by the callback to a pointer to the included file's
|
|
* contents. The callback is responsible for allocating this however they
|
|
* see fit (we provide allocator functions, but you may ignore them). This
|
|
* pointer must remain valid until the includeClose callback runs. This
|
|
* string does not need to be NULL-terminated.
|
|
* (outbytes) will be set by the callback to the number of bytes pointed to
|
|
* by (outdata).
|
|
* (m),(f), and (d) are the allocator details that the application passed to
|
|
* MojoShader. If these were NULL, MojoShader may have replaced them with its
|
|
* own internal allocators.
|
|
*
|
|
* The callback returns zero on error, non-zero on success.
|
|
*
|
|
* If you supply an includeOpen callback, you must supply includeClose, too.
|
|
*/
|
|
typedef int (*MOJOSHADER_includeOpen)(MOJOSHADER_includeType inctype,
|
|
const char *fname, const char *parent,
|
|
const char **outdata, unsigned int *outbytes,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
|
|
|
|
/*
|
|
* This callback allows an app to clean up the results of a previous
|
|
* includeOpen callback.
|
|
*
|
|
* This function maps to ID3DXInclude::Close()
|
|
*
|
|
* (data) is the data that was returned from a previous call to includeOpen.
|
|
* It is now safe to deallocate this data.
|
|
* (m),(f), and (d) are the same allocator details that were passed to your
|
|
* includeOpen callback.
|
|
*
|
|
* If you supply an includeClose callback, you must supply includeOpen, too.
|
|
*/
|
|
typedef void (*MOJOSHADER_includeClose)(const char *data,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
|
|
|
|
|
|
/*
|
|
* This function is optional. Even if you are dealing with shader source
|
|
* code, you don't need to explicitly use the preprocessor, as the compiler
|
|
* and assembler will use it behind the scenes. In fact, you probably never
|
|
* need this function unless you are debugging a custom tool (or debugging
|
|
* MojoShader itself).
|
|
*
|
|
* Preprocessing roughly follows the syntax of an ANSI C preprocessor, as
|
|
* Microsoft's Direct3D assembler and HLSL compiler use this syntax. Please
|
|
* note that we try to match the output you'd get from Direct3D's
|
|
* preprocessor, which has some quirks if you're expecting output that matches
|
|
* a generic C preprocessor.
|
|
*
|
|
* This function maps to D3DXPreprocessShader().
|
|
*
|
|
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
|
|
* actually access this file, as we obtain our data from (source). This
|
|
* string is copied when we need to report errors while processing (source),
|
|
* as opposed to errors in a file referenced via the #include directive in
|
|
* (source). If this is NULL, then errors will report the filename as NULL,
|
|
* too.
|
|
*
|
|
* (source) is an string of UTF-8 text to preprocess. It does not need to be
|
|
* NULL-terminated.
|
|
*
|
|
* (sourcelen) is the length of the string pointed to by (source), in bytes.
|
|
*
|
|
* (defines) points to (define_count) preprocessor definitions, and can be
|
|
* NULL. These are treated by the preprocessor as if the source code started
|
|
* with one #define for each entry you pass in here.
|
|
*
|
|
* (include_open) and (include_close) let the app control the preprocessor's
|
|
* behaviour for #include statements. Both are optional and can be NULL, but
|
|
* both must be specified if either is specified.
|
|
*
|
|
* This will return a MOJOSHADER_preprocessorData. You should pass this
|
|
* return value to MOJOSHADER_freePreprocessData() when you are done with
|
|
* it.
|
|
*
|
|
* This function will never return NULL, even if the system is completely
|
|
* out of memory upon entry (in which case, this function returns a static
|
|
* MOJOSHADER_preprocessData object, which is still safe to pass to
|
|
* MOJOSHADER_freePreprocessData()).
|
|
*
|
|
* As preprocessing requires some memory to be allocated, you may provide a
|
|
* custom allocator to this function, which will be used to allocate/free
|
|
* memory. They function just like malloc() and free(). We do not use
|
|
* realloc(). If you don't care, pass NULL in for the allocator functions.
|
|
* If your allocator needs instance-specific data, you may supply it with the
|
|
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
|
|
*
|
|
* This function is thread safe, so long as the various callback functions
|
|
* are, too, and that the parameters remains intact for the duration of the
|
|
* call. This allows you to preprocess several shaders on separate CPU cores
|
|
* at the same time.
|
|
*/
|
|
const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
|
|
const char *source, unsigned int sourcelen,
|
|
const MOJOSHADER_preprocessorDefine *defines,
|
|
unsigned int define_count,
|
|
MOJOSHADER_includeOpen include_open,
|
|
MOJOSHADER_includeClose include_close,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
|
|
|
|
|
|
/*
|
|
* Call this to dispose of preprocessing results when you are done with them.
|
|
* This will call the MOJOSHADER_free function you provided to
|
|
* MOJOSHADER_preprocess() multiple times, if you provided one.
|
|
* Passing a NULL here is a safe no-op.
|
|
*
|
|
* This function is thread safe, so long as any allocator you passed into
|
|
* MOJOSHADER_preprocess() is, too.
|
|
*/
|
|
void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);
|
|
|
|
|
|
/* Assembler interface... */
|
|
|
|
/*
|
|
* This function is optional. Use this to convert Direct3D shader assembly
|
|
* language into bytecode, which can be handled by MOJOSHADER_parse().
|
|
*
|
|
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
|
|
* actually access this file, as we obtain our data from (source). This
|
|
* string is copied when we need to report errors while processing (source),
|
|
* as opposed to errors in a file referenced via the #include directive in
|
|
* (source). If this is NULL, then errors will report the filename as NULL,
|
|
* too.
|
|
*
|
|
* (source) is an UTF-8 string of valid Direct3D shader assembly source code.
|
|
* It does not need to be NULL-terminated.
|
|
*
|
|
* (sourcelen) is the length of the string pointed to by (source), in bytes.
|
|
*
|
|
* (comments) points to (comment_count) NULL-terminated UTF-8 strings, and
|
|
* can be NULL. These strings are inserted as comments in the bytecode.
|
|
*
|
|
* (symbols) points to (symbol_count) symbol structs, and can be NULL. These
|
|
* become a CTAB field in the bytecode. This is optional, but
|
|
* MOJOSHADER_parse() needs CTAB data for all arrays used in a program, or
|
|
* relative addressing will not be permitted, so you'll want to at least
|
|
* provide symbol information for those. The symbol data is 100% trusted
|
|
* at this time; it will not be checked to see if it matches what was
|
|
* assembled in any way whatsoever.
|
|
*
|
|
* (defines) points to (define_count) preprocessor definitions, and can be
|
|
* NULL. These are treated by the preprocessor as if the source code started
|
|
* with one #define for each entry you pass in here.
|
|
*
|
|
* (include_open) and (include_close) let the app control the preprocessor's
|
|
* behaviour for #include statements. Both are optional and can be NULL, but
|
|
* both must be specified if either is specified.
|
|
*
|
|
* This will return a MOJOSHADER_parseData, like MOJOSHADER_parse() would,
|
|
* except the profile will be MOJOSHADER_PROFILE_BYTECODE and the output
|
|
* will be the assembled bytecode instead of some other language. This output
|
|
* can be pushed back through MOJOSHADER_parseData() with a different profile.
|
|
*
|
|
* This function will never return NULL, even if the system is completely
|
|
* out of memory upon entry (in which case, this function returns a static
|
|
* MOJOSHADER_parseData object, which is still safe to pass to
|
|
* MOJOSHADER_freeParseData()).
|
|
*
|
|
* As assembling requires some memory to be allocated, you may provide a
|
|
* custom allocator to this function, which will be used to allocate/free
|
|
* memory. They function just like malloc() and free(). We do not use
|
|
* realloc(). If you don't care, pass NULL in for the allocator functions.
|
|
* If your allocator needs instance-specific data, you may supply it with the
|
|
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
|
|
*
|
|
* This function is thread safe, so long as the various callback functions
|
|
* are, too, and that the parameters remains intact for the duration of the
|
|
* call. This allows you to assemble several shaders on separate CPU cores
|
|
* at the same time.
|
|
*/
|
|
const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *filename,
|
|
const char *source, unsigned int sourcelen,
|
|
const char **comments, unsigned int comment_count,
|
|
const MOJOSHADER_symbol *symbols,
|
|
unsigned int symbol_count,
|
|
const MOJOSHADER_preprocessorDefine *defines,
|
|
unsigned int define_count,
|
|
MOJOSHADER_includeOpen include_open,
|
|
MOJOSHADER_includeClose include_close,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
|
|
|
|
|
|
/* High level shading language support... */
|
|
|
|
/*
|
|
* Source profile strings for HLSL: Direct3D High Level Shading Language.
|
|
*/
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_VS_1_1 "hlsl_vs_1_1"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_VS_2_0 "hlsl_vs_2_0"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_VS_3_0 "hlsl_vs_3_0"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_1 "hlsl_ps_1_1"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_2 "hlsl_ps_1_2"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_3 "hlsl_ps_1_3"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_4 "hlsl_ps_1_4"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_2_0 "hlsl_ps_2_0"
|
|
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_3_0 "hlsl_ps_3_0"
|
|
|
|
|
|
/* Abstract Syntax Tree interface... */
|
|
|
|
/*
|
|
* ATTENTION: This adds a lot of stuff to the API, but almost everyone can
|
|
* ignore this section. Seriously, go ahead and skip over anything that has
|
|
* "AST" in it, unless you know why you'd want to use it.
|
|
*
|
|
* ALSO: This API is still evolving! We make no promises at this time to keep
|
|
* source or binary compatibility for the AST pieces.
|
|
*
|
|
* Important notes:
|
|
* - ASTs are the result of parsing the source code: a program that fails to
|
|
* compile will often parse successfully. Undeclared variables,
|
|
* type incompatibilities, etc, aren't detected at this point.
|
|
* - Vector swizzles (the ".xyzw" part of "MyVec4.xyzw") will look like
|
|
* structure dereferences. We don't realize these are actually swizzles
|
|
* until semantic analysis.
|
|
* - MOJOSHADER_astDataType info is not reliable when returned from
|
|
* MOJOSHADER_parseAst()! Most of the datatype info will be missing or have
|
|
* inaccurate data types. We sort these out during semantic analysis, which
|
|
* happens after the AST parsing is complete. A few are filled in, or can
|
|
* be deduced fairly trivially by processing several pieces into one.
|
|
* It's enough that you can reproduce the original source code, more or
|
|
* less, from the AST.
|
|
*/
|
|
|
|
/* High-level datatypes for AST nodes. */
|
|
typedef enum MOJOSHADER_astDataTypeType
|
|
{
|
|
MOJOSHADER_AST_DATATYPE_NONE,
|
|
MOJOSHADER_AST_DATATYPE_BOOL,
|
|
MOJOSHADER_AST_DATATYPE_INT,
|
|
MOJOSHADER_AST_DATATYPE_UINT,
|
|
MOJOSHADER_AST_DATATYPE_FLOAT,
|
|
MOJOSHADER_AST_DATATYPE_FLOAT_SNORM,
|
|
MOJOSHADER_AST_DATATYPE_FLOAT_UNORM,
|
|
MOJOSHADER_AST_DATATYPE_HALF,
|
|
MOJOSHADER_AST_DATATYPE_DOUBLE,
|
|
MOJOSHADER_AST_DATATYPE_STRING,
|
|
MOJOSHADER_AST_DATATYPE_SAMPLER_1D,
|
|
MOJOSHADER_AST_DATATYPE_SAMPLER_2D,
|
|
MOJOSHADER_AST_DATATYPE_SAMPLER_3D,
|
|
MOJOSHADER_AST_DATATYPE_SAMPLER_CUBE,
|
|
MOJOSHADER_AST_DATATYPE_SAMPLER_STATE,
|
|
MOJOSHADER_AST_DATATYPE_SAMPLER_COMPARISON_STATE,
|
|
MOJOSHADER_AST_DATATYPE_STRUCT,
|
|
MOJOSHADER_AST_DATATYPE_ARRAY,
|
|
MOJOSHADER_AST_DATATYPE_VECTOR,
|
|
MOJOSHADER_AST_DATATYPE_MATRIX,
|
|
MOJOSHADER_AST_DATATYPE_BUFFER,
|
|
MOJOSHADER_AST_DATATYPE_FUNCTION,
|
|
MOJOSHADER_AST_DATATYPE_USER,
|
|
} MOJOSHADER_astDataTypeType;
|
|
#define MOJOSHADER_AST_DATATYPE_CONST (1 << 31)
|
|
|
|
typedef union MOJOSHADER_astDataType MOJOSHADER_astDataType;
|
|
|
|
// This is just part of DataTypeStruct, never appears outside of it.
|
|
typedef struct MOJOSHADER_astDataTypeStructMember
|
|
{
|
|
const MOJOSHADER_astDataType *datatype;
|
|
const char *identifier;
|
|
} MOJOSHADER_astDataTypeStructMember;
|
|
|
|
typedef struct MOJOSHADER_astDataTypeStruct
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
const MOJOSHADER_astDataTypeStructMember *members;
|
|
int member_count;
|
|
} MOJOSHADER_astDataTypeStruct;
|
|
|
|
typedef struct MOJOSHADER_astDataTypeArray
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
const MOJOSHADER_astDataType *base;
|
|
int elements;
|
|
} MOJOSHADER_astDataTypeArray;
|
|
|
|
typedef MOJOSHADER_astDataTypeArray MOJOSHADER_astDataTypeVector;
|
|
|
|
typedef struct MOJOSHADER_astDataTypeMatrix
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
const MOJOSHADER_astDataType *base;
|
|
int rows;
|
|
int columns;
|
|
} MOJOSHADER_astDataTypeMatrix;
|
|
|
|
typedef struct MOJOSHADER_astDataTypeBuffer
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
const MOJOSHADER_astDataType *base;
|
|
} MOJOSHADER_astDataTypeBuffer;
|
|
|
|
typedef struct MOJOSHADER_astDataTypeFunction
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
const MOJOSHADER_astDataType *retval;
|
|
const MOJOSHADER_astDataType **params;
|
|
int num_params;
|
|
int intrinsic; /* non-zero for built-in functions */
|
|
} MOJOSHADER_astDataTypeFunction;
|
|
|
|
typedef struct MOJOSHADER_astDataTypeUser
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
const MOJOSHADER_astDataType *details;
|
|
const char *name;
|
|
} MOJOSHADER_astDataTypeUser;
|
|
|
|
union MOJOSHADER_astDataType
|
|
{
|
|
MOJOSHADER_astDataTypeType type;
|
|
MOJOSHADER_astDataTypeArray array;
|
|
MOJOSHADER_astDataTypeStruct structure;
|
|
MOJOSHADER_astDataTypeVector vector;
|
|
MOJOSHADER_astDataTypeMatrix matrix;
|
|
MOJOSHADER_astDataTypeBuffer buffer;
|
|
MOJOSHADER_astDataTypeUser user;
|
|
MOJOSHADER_astDataTypeFunction function;
|
|
};
|
|
|
|
/* Structures that make up the parse tree... */
|
|
|
|
typedef enum MOJOSHADER_astNodeType
|
|
{
|
|
MOJOSHADER_AST_OP_START_RANGE, /* expression operators. */
|
|
|
|
MOJOSHADER_AST_OP_START_RANGE_UNARY, /* unary operators. */
|
|
MOJOSHADER_AST_OP_PREINCREMENT,
|
|
MOJOSHADER_AST_OP_PREDECREMENT,
|
|
MOJOSHADER_AST_OP_NEGATE,
|
|
MOJOSHADER_AST_OP_COMPLEMENT,
|
|
MOJOSHADER_AST_OP_NOT,
|
|
MOJOSHADER_AST_OP_POSTINCREMENT,
|
|
MOJOSHADER_AST_OP_POSTDECREMENT,
|
|
MOJOSHADER_AST_OP_CAST,
|
|
MOJOSHADER_AST_OP_END_RANGE_UNARY,
|
|
|
|
MOJOSHADER_AST_OP_START_RANGE_BINARY, /* binary operators. */
|
|
MOJOSHADER_AST_OP_COMMA,
|
|
MOJOSHADER_AST_OP_MULTIPLY,
|
|
MOJOSHADER_AST_OP_DIVIDE,
|
|
MOJOSHADER_AST_OP_MODULO,
|
|
MOJOSHADER_AST_OP_ADD,
|
|
MOJOSHADER_AST_OP_SUBTRACT,
|
|
MOJOSHADER_AST_OP_LSHIFT,
|
|
MOJOSHADER_AST_OP_RSHIFT,
|
|
MOJOSHADER_AST_OP_LESSTHAN,
|
|
MOJOSHADER_AST_OP_GREATERTHAN,
|
|
MOJOSHADER_AST_OP_LESSTHANOREQUAL,
|
|
MOJOSHADER_AST_OP_GREATERTHANOREQUAL,
|
|
MOJOSHADER_AST_OP_EQUAL,
|
|
MOJOSHADER_AST_OP_NOTEQUAL,
|
|
MOJOSHADER_AST_OP_BINARYAND,
|
|
MOJOSHADER_AST_OP_BINARYXOR,
|
|
MOJOSHADER_AST_OP_BINARYOR,
|
|
MOJOSHADER_AST_OP_LOGICALAND,
|
|
MOJOSHADER_AST_OP_LOGICALOR,
|
|
MOJOSHADER_AST_OP_ASSIGN,
|
|
MOJOSHADER_AST_OP_MULASSIGN,
|
|
MOJOSHADER_AST_OP_DIVASSIGN,
|
|
MOJOSHADER_AST_OP_MODASSIGN,
|
|
MOJOSHADER_AST_OP_ADDASSIGN,
|
|
MOJOSHADER_AST_OP_SUBASSIGN,
|
|
MOJOSHADER_AST_OP_LSHIFTASSIGN,
|
|
MOJOSHADER_AST_OP_RSHIFTASSIGN,
|
|
MOJOSHADER_AST_OP_ANDASSIGN,
|
|
MOJOSHADER_AST_OP_XORASSIGN,
|
|
MOJOSHADER_AST_OP_ORASSIGN,
|
|
MOJOSHADER_AST_OP_DEREF_ARRAY,
|
|
MOJOSHADER_AST_OP_END_RANGE_BINARY,
|
|
|
|
MOJOSHADER_AST_OP_START_RANGE_TERNARY, /* ternary operators. */
|
|
MOJOSHADER_AST_OP_CONDITIONAL,
|
|
MOJOSHADER_AST_OP_END_RANGE_TERNARY,
|
|
|
|
MOJOSHADER_AST_OP_START_RANGE_DATA, /* expression operands. */
|
|
MOJOSHADER_AST_OP_IDENTIFIER,
|
|
MOJOSHADER_AST_OP_INT_LITERAL,
|
|
MOJOSHADER_AST_OP_FLOAT_LITERAL,
|
|
MOJOSHADER_AST_OP_STRING_LITERAL,
|
|
MOJOSHADER_AST_OP_BOOLEAN_LITERAL,
|
|
MOJOSHADER_AST_OP_END_RANGE_DATA,
|
|
|
|
MOJOSHADER_AST_OP_START_RANGE_MISC, /* other expression things. */
|
|
MOJOSHADER_AST_OP_DEREF_STRUCT,
|
|
MOJOSHADER_AST_OP_CALLFUNC,
|
|
MOJOSHADER_AST_OP_CONSTRUCTOR,
|
|
MOJOSHADER_AST_OP_END_RANGE_MISC,
|
|
MOJOSHADER_AST_OP_END_RANGE,
|
|
|
|
MOJOSHADER_AST_COMPUNIT_START_RANGE, /* things in global scope. */
|
|
MOJOSHADER_AST_COMPUNIT_FUNCTION,
|
|
MOJOSHADER_AST_COMPUNIT_TYPEDEF,
|
|
MOJOSHADER_AST_COMPUNIT_STRUCT,
|
|
MOJOSHADER_AST_COMPUNIT_VARIABLE,
|
|
MOJOSHADER_AST_COMPUNIT_END_RANGE,
|
|
|
|
MOJOSHADER_AST_STATEMENT_START_RANGE, /* statements in function scope. */
|
|
MOJOSHADER_AST_STATEMENT_EMPTY,
|
|
MOJOSHADER_AST_STATEMENT_BREAK,
|
|
MOJOSHADER_AST_STATEMENT_CONTINUE,
|
|
MOJOSHADER_AST_STATEMENT_DISCARD,
|
|
MOJOSHADER_AST_STATEMENT_BLOCK,
|
|
MOJOSHADER_AST_STATEMENT_EXPRESSION,
|
|
MOJOSHADER_AST_STATEMENT_IF,
|
|
MOJOSHADER_AST_STATEMENT_SWITCH,
|
|
MOJOSHADER_AST_STATEMENT_FOR,
|
|
MOJOSHADER_AST_STATEMENT_DO,
|
|
MOJOSHADER_AST_STATEMENT_WHILE,
|
|
MOJOSHADER_AST_STATEMENT_RETURN,
|
|
MOJOSHADER_AST_STATEMENT_TYPEDEF,
|
|
MOJOSHADER_AST_STATEMENT_STRUCT,
|
|
MOJOSHADER_AST_STATEMENT_VARDECL,
|
|
MOJOSHADER_AST_STATEMENT_END_RANGE,
|
|
|
|
MOJOSHADER_AST_MISC_START_RANGE, /* misc. syntactic glue. */
|
|
MOJOSHADER_AST_FUNCTION_PARAMS,
|
|
MOJOSHADER_AST_FUNCTION_SIGNATURE,
|
|
MOJOSHADER_AST_SCALAR_OR_ARRAY,
|
|
MOJOSHADER_AST_TYPEDEF,
|
|
MOJOSHADER_AST_PACK_OFFSET,
|
|
MOJOSHADER_AST_VARIABLE_LOWLEVEL,
|
|
MOJOSHADER_AST_ANNOTATION,
|
|
MOJOSHADER_AST_VARIABLE_DECLARATION,
|
|
MOJOSHADER_AST_STRUCT_DECLARATION,
|
|
MOJOSHADER_AST_STRUCT_MEMBER,
|
|
MOJOSHADER_AST_SWITCH_CASE,
|
|
MOJOSHADER_AST_ARGUMENTS,
|
|
MOJOSHADER_AST_MISC_END_RANGE,
|
|
|
|
MOJOSHADER_AST_END_RANGE
|
|
} MOJOSHADER_astNodeType;
|
|
|
|
typedef struct MOJOSHADER_astNodeInfo
|
|
{
|
|
MOJOSHADER_astNodeType type;
|
|
const char *filename;
|
|
unsigned int line;
|
|
} MOJOSHADER_astNodeInfo;
|
|
|
|
typedef enum MOJOSHADER_astVariableAttributes
|
|
{
|
|
MOJOSHADER_AST_VARATTR_EXTERN = (1 << 0),
|
|
MOJOSHADER_AST_VARATTR_NOINTERPOLATION = (1 << 1),
|
|
MOJOSHADER_AST_VARATTR_SHARED = (1 << 2),
|
|
MOJOSHADER_AST_VARATTR_STATIC = (1 << 3),
|
|
MOJOSHADER_AST_VARATTR_UNIFORM = (1 << 4),
|
|
MOJOSHADER_AST_VARATTR_VOLATILE = (1 << 5),
|
|
MOJOSHADER_AST_VARATTR_CONST = (1 << 6),
|
|
MOJOSHADER_AST_VARATTR_ROWMAJOR = (1 << 7),
|
|
MOJOSHADER_AST_VARATTR_COLUMNMAJOR = (1 << 8)
|
|
} MOJOSHADER_astVariableAttributes;
|
|
|
|
typedef enum MOJOSHADER_astIfAttributes
|
|
{
|
|
MOJOSHADER_AST_IFATTR_NONE,
|
|
MOJOSHADER_AST_IFATTR_BRANCH,
|
|
MOJOSHADER_AST_IFATTR_FLATTEN,
|
|
MOJOSHADER_AST_IFATTR_IFALL,
|
|
MOJOSHADER_AST_IFATTR_IFANY,
|
|
MOJOSHADER_AST_IFATTR_PREDICATE,
|
|
MOJOSHADER_AST_IFATTR_PREDICATEBLOCK,
|
|
} MOJOSHADER_astIfAttributes;
|
|
|
|
typedef enum MOJOSHADER_astSwitchAttributes
|
|
{
|
|
MOJOSHADER_AST_SWITCHATTR_NONE,
|
|
MOJOSHADER_AST_SWITCHATTR_FLATTEN,
|
|
MOJOSHADER_AST_SWITCHATTR_BRANCH,
|
|
MOJOSHADER_AST_SWITCHATTR_FORCECASE,
|
|
MOJOSHADER_AST_SWITCHATTR_CALL
|
|
} MOJOSHADER_astSwitchAttributes;
|
|
|
|
/* You can cast any AST node pointer to this. */
|
|
typedef struct MOJOSHADER_astGeneric
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
} MOJOSHADER_astGeneric;
|
|
|
|
typedef struct MOJOSHADER_astExpression
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
} MOJOSHADER_astExpression;
|
|
|
|
typedef struct MOJOSHADER_astArguments
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_ARGUMENTS */
|
|
MOJOSHADER_astExpression *argument;
|
|
struct MOJOSHADER_astArguments *next;
|
|
} MOJOSHADER_astArguments;
|
|
|
|
typedef struct MOJOSHADER_astExpressionUnary
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astExpression *operand;
|
|
} MOJOSHADER_astExpressionUnary;
|
|
|
|
typedef struct MOJOSHADER_astExpressionBinary
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astExpression *left;
|
|
MOJOSHADER_astExpression *right;
|
|
} MOJOSHADER_astExpressionBinary;
|
|
|
|
typedef struct MOJOSHADER_astExpressionTernary
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astExpression *left;
|
|
MOJOSHADER_astExpression *center;
|
|
MOJOSHADER_astExpression *right;
|
|
} MOJOSHADER_astExpressionTernary;
|
|
|
|
/* Identifier indexes aren't available until semantic analysis phase completes.
|
|
* It provides a unique id for this identifier's variable.
|
|
* It will be negative for global scope, positive for function scope
|
|
* (global values are globally unique, function values are only
|
|
* unique within the scope of the given function). There's a different
|
|
* set of indices if this identifier is a function (positive for
|
|
* user-defined functions, negative for intrinsics).
|
|
* May be zero for various reasons (unknown identifier, etc).
|
|
*/
|
|
typedef struct MOJOSHADER_astExpressionIdentifier
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_IDENTIFIER */
|
|
const MOJOSHADER_astDataType *datatype;
|
|
const char *identifier;
|
|
int index;
|
|
} MOJOSHADER_astExpressionIdentifier;
|
|
|
|
typedef struct MOJOSHADER_astExpressionIntLiteral
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_INT_LITERAL */
|
|
const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_INT */
|
|
int value;
|
|
} MOJOSHADER_astExpressionIntLiteral;
|
|
|
|
typedef struct MOJOSHADER_astExpressionFloatLiteral
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_FLOAT_LITERAL */
|
|
const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_FLOAT */
|
|
double value;
|
|
} MOJOSHADER_astExpressionFloatLiteral;
|
|
|
|
typedef struct MOJOSHADER_astExpressionStringLiteral
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_STRING_LITERAL */
|
|
const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_STRING */
|
|
const char *string;
|
|
} MOJOSHADER_astExpressionStringLiteral;
|
|
|
|
typedef struct MOJOSHADER_astExpressionBooleanLiteral
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_BOOLEAN_LITERAL */
|
|
const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_BOOL */
|
|
int value; /* Always 1 or 0. */
|
|
} MOJOSHADER_astExpressionBooleanLiteral;
|
|
|
|
typedef struct MOJOSHADER_astExpressionConstructor
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_CONSTRUCTOR */
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astArguments *args;
|
|
} MOJOSHADER_astExpressionConstructor;
|
|
|
|
typedef struct MOJOSHADER_astExpressionDerefStruct
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_DEREF_STRUCT */
|
|
const MOJOSHADER_astDataType *datatype;
|
|
/* !!! FIXME:
|
|
* "identifier" is misnamed; this might not be an identifier at all:
|
|
* x = FunctionThatReturnsAStruct().SomeMember;
|
|
*/
|
|
MOJOSHADER_astExpression *identifier;
|
|
const char *member;
|
|
int isswizzle; /* Always 1 or 0. Never set by parseAst()! */
|
|
int member_index; /* Never set by parseAst()! */
|
|
} MOJOSHADER_astExpressionDerefStruct;
|
|
|
|
typedef struct MOJOSHADER_astExpressionCallFunction
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_CALLFUNC */
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astExpressionIdentifier *identifier;
|
|
MOJOSHADER_astArguments *args;
|
|
} MOJOSHADER_astExpressionCallFunction;
|
|
|
|
typedef struct MOJOSHADER_astExpressionCast
|
|
{
|
|
MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_CAST */
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astExpression *operand;
|
|
} MOJOSHADER_astExpressionCast;
|
|
|
|
typedef struct MOJOSHADER_astCompilationUnit
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
struct MOJOSHADER_astCompilationUnit *next;
|
|
} MOJOSHADER_astCompilationUnit;
|
|
|
|
typedef enum MOJOSHADER_astFunctionStorageClass
|
|
{
|
|
MOJOSHADER_AST_FNSTORECLS_NONE,
|
|
MOJOSHADER_AST_FNSTORECLS_INLINE
|
|
} MOJOSHADER_astFunctionStorageClass;
|
|
|
|
typedef enum MOJOSHADER_astInputModifier
|
|
{
|
|
MOJOSHADER_AST_INPUTMOD_NONE,
|
|
MOJOSHADER_AST_INPUTMOD_IN,
|
|
MOJOSHADER_AST_INPUTMOD_OUT,
|
|
MOJOSHADER_AST_INPUTMOD_INOUT,
|
|
MOJOSHADER_AST_INPUTMOD_UNIFORM
|
|
} MOJOSHADER_astInputModifier;
|
|
|
|
typedef enum MOJOSHADER_astInterpolationModifier
|
|
{
|
|
MOJOSHADER_AST_INTERPMOD_NONE,
|
|
MOJOSHADER_AST_INTERPMOD_LINEAR,
|
|
MOJOSHADER_AST_INTERPMOD_CENTROID,
|
|
MOJOSHADER_AST_INTERPMOD_NOINTERPOLATION,
|
|
MOJOSHADER_AST_INTERPMOD_NOPERSPECTIVE,
|
|
MOJOSHADER_AST_INTERPMOD_SAMPLE
|
|
} MOJOSHADER_astInterpolationModifier;
|
|
|
|
typedef struct MOJOSHADER_astFunctionParameters
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astInputModifier input_modifier;
|
|
const char *identifier;
|
|
const char *semantic;
|
|
MOJOSHADER_astInterpolationModifier interpolation_modifier;
|
|
MOJOSHADER_astExpression *initializer;
|
|
struct MOJOSHADER_astFunctionParameters *next;
|
|
} MOJOSHADER_astFunctionParameters;
|
|
|
|
typedef struct MOJOSHADER_astFunctionSignature
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
const char *identifier;
|
|
MOJOSHADER_astFunctionParameters *params;
|
|
MOJOSHADER_astFunctionStorageClass storage_class;
|
|
const char *semantic;
|
|
} MOJOSHADER_astFunctionSignature;
|
|
|
|
typedef struct MOJOSHADER_astScalarOrArray
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const char *identifier;
|
|
int isarray; /* boolean: 1 or 0 */
|
|
MOJOSHADER_astExpression *dimension;
|
|
} MOJOSHADER_astScalarOrArray;
|
|
|
|
typedef struct MOJOSHADER_astAnnotations
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astExpression *initializer;
|
|
struct MOJOSHADER_astAnnotations *next;
|
|
} MOJOSHADER_astAnnotations;
|
|
|
|
typedef struct MOJOSHADER_astPackOffset
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const char *ident1; /* !!! FIXME: rename this. */
|
|
const char *ident2;
|
|
} MOJOSHADER_astPackOffset;
|
|
|
|
typedef struct MOJOSHADER_astVariableLowLevel
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astPackOffset *packoffset;
|
|
const char *register_name;
|
|
} MOJOSHADER_astVariableLowLevel;
|
|
|
|
typedef struct MOJOSHADER_astStructMembers
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
const char *semantic;
|
|
MOJOSHADER_astScalarOrArray *details;
|
|
MOJOSHADER_astInterpolationModifier interpolation_mod;
|
|
struct MOJOSHADER_astStructMembers *next;
|
|
} MOJOSHADER_astStructMembers;
|
|
|
|
typedef struct MOJOSHADER_astStructDeclaration
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
const char *name;
|
|
MOJOSHADER_astStructMembers *members;
|
|
} MOJOSHADER_astStructDeclaration;
|
|
|
|
typedef struct MOJOSHADER_astVariableDeclaration
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
int attributes;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
MOJOSHADER_astStructDeclaration *anonymous_datatype;
|
|
MOJOSHADER_astScalarOrArray *details;
|
|
const char *semantic;
|
|
MOJOSHADER_astAnnotations *annotations;
|
|
MOJOSHADER_astExpression *initializer;
|
|
MOJOSHADER_astVariableLowLevel *lowlevel;
|
|
struct MOJOSHADER_astVariableDeclaration *next;
|
|
} MOJOSHADER_astVariableDeclaration;
|
|
|
|
typedef struct MOJOSHADER_astStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
struct MOJOSHADER_astStatement *next;
|
|
} MOJOSHADER_astStatement;
|
|
|
|
typedef MOJOSHADER_astStatement MOJOSHADER_astEmptyStatement;
|
|
typedef MOJOSHADER_astStatement MOJOSHADER_astBreakStatement;
|
|
typedef MOJOSHADER_astStatement MOJOSHADER_astContinueStatement;
|
|
typedef MOJOSHADER_astStatement MOJOSHADER_astDiscardStatement;
|
|
|
|
/* something enclosed in "{}" braces. */
|
|
typedef struct MOJOSHADER_astBlockStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
MOJOSHADER_astStatement *statements; /* list of child statements. */
|
|
} MOJOSHADER_astBlockStatement;
|
|
|
|
typedef struct MOJOSHADER_astReturnStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
MOJOSHADER_astExpression *expr;
|
|
} MOJOSHADER_astReturnStatement;
|
|
|
|
typedef struct MOJOSHADER_astExpressionStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
MOJOSHADER_astExpression *expr;
|
|
} MOJOSHADER_astExpressionStatement;
|
|
|
|
typedef struct MOJOSHADER_astIfStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
int attributes;
|
|
MOJOSHADER_astExpression *expr;
|
|
MOJOSHADER_astStatement *statement;
|
|
MOJOSHADER_astStatement *else_statement;
|
|
} MOJOSHADER_astIfStatement;
|
|
|
|
typedef struct MOJOSHADER_astSwitchCases
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astExpression *expr;
|
|
MOJOSHADER_astStatement *statement;
|
|
struct MOJOSHADER_astSwitchCases *next;
|
|
} MOJOSHADER_astSwitchCases;
|
|
|
|
typedef struct MOJOSHADER_astSwitchStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
int attributes;
|
|
MOJOSHADER_astExpression *expr;
|
|
MOJOSHADER_astSwitchCases *cases;
|
|
} MOJOSHADER_astSwitchStatement;
|
|
|
|
typedef struct MOJOSHADER_astWhileStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
int unroll; /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
|
|
MOJOSHADER_astExpression *expr;
|
|
MOJOSHADER_astStatement *statement;
|
|
} MOJOSHADER_astWhileStatement;
|
|
|
|
typedef MOJOSHADER_astWhileStatement MOJOSHADER_astDoStatement;
|
|
|
|
typedef struct MOJOSHADER_astForStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
int unroll; /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
|
|
MOJOSHADER_astVariableDeclaration *var_decl; /* either this ... */
|
|
MOJOSHADER_astExpression *initializer; /* ... or this will used. */
|
|
MOJOSHADER_astExpression *looptest;
|
|
MOJOSHADER_astExpression *counter;
|
|
MOJOSHADER_astStatement *statement;
|
|
} MOJOSHADER_astForStatement;
|
|
|
|
typedef struct MOJOSHADER_astTypedef
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
const MOJOSHADER_astDataType *datatype;
|
|
int isconst; /* boolean: 1 or 0 */
|
|
MOJOSHADER_astScalarOrArray *details;
|
|
} MOJOSHADER_astTypedef;
|
|
|
|
typedef struct MOJOSHADER_astTypedefStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
MOJOSHADER_astTypedef *type_info;
|
|
} MOJOSHADER_astTypedefStatement;
|
|
|
|
typedef struct MOJOSHADER_astVarDeclStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
MOJOSHADER_astVariableDeclaration *declaration;
|
|
} MOJOSHADER_astVarDeclStatement;
|
|
|
|
typedef struct MOJOSHADER_astStructStatement
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astStatement *next;
|
|
MOJOSHADER_astStructDeclaration *struct_info;
|
|
} MOJOSHADER_astStructStatement;
|
|
|
|
typedef struct MOJOSHADER_astCompilationUnitFunction
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astCompilationUnit *next;
|
|
MOJOSHADER_astFunctionSignature *declaration;
|
|
MOJOSHADER_astStatement *definition;
|
|
int index; /* unique id. Will be 0 until semantic analysis runs. */
|
|
} MOJOSHADER_astCompilationUnitFunction;
|
|
|
|
typedef struct MOJOSHADER_astCompilationUnitTypedef
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astCompilationUnit *next;
|
|
MOJOSHADER_astTypedef *type_info;
|
|
} MOJOSHADER_astCompilationUnitTypedef;
|
|
|
|
typedef struct MOJOSHADER_astCompilationUnitStruct
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astCompilationUnit *next;
|
|
MOJOSHADER_astStructDeclaration *struct_info;
|
|
} MOJOSHADER_astCompilationUnitStruct;
|
|
|
|
typedef struct MOJOSHADER_astCompilationUnitVariable
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astCompilationUnit *next;
|
|
MOJOSHADER_astVariableDeclaration *declaration;
|
|
} MOJOSHADER_astCompilationUnitVariable;
|
|
|
|
|
|
/* this is way cleaner than all the nasty typecasting. */
|
|
typedef union MOJOSHADER_astNode
|
|
{
|
|
MOJOSHADER_astNodeInfo ast;
|
|
MOJOSHADER_astGeneric generic;
|
|
MOJOSHADER_astExpression expression;
|
|
MOJOSHADER_astArguments arguments;
|
|
MOJOSHADER_astExpressionUnary unary;
|
|
MOJOSHADER_astExpressionBinary binary;
|
|
MOJOSHADER_astExpressionTernary ternary;
|
|
MOJOSHADER_astExpressionIdentifier identifier;
|
|
MOJOSHADER_astExpressionIntLiteral intliteral;
|
|
MOJOSHADER_astExpressionFloatLiteral floatliteral;
|
|
MOJOSHADER_astExpressionStringLiteral stringliteral;
|
|
MOJOSHADER_astExpressionBooleanLiteral boolliteral;
|
|
MOJOSHADER_astExpressionConstructor constructor;
|
|
MOJOSHADER_astExpressionDerefStruct derefstruct;
|
|
MOJOSHADER_astExpressionCallFunction callfunc;
|
|
MOJOSHADER_astExpressionCast cast;
|
|
MOJOSHADER_astCompilationUnit compunit;
|
|
MOJOSHADER_astFunctionParameters params;
|
|
MOJOSHADER_astFunctionSignature funcsig;
|
|
MOJOSHADER_astScalarOrArray soa;
|
|
MOJOSHADER_astAnnotations annotations;
|
|
MOJOSHADER_astPackOffset packoffset;
|
|
MOJOSHADER_astVariableLowLevel varlowlevel;
|
|
MOJOSHADER_astStructMembers structmembers;
|
|
MOJOSHADER_astStructDeclaration structdecl;
|
|
MOJOSHADER_astVariableDeclaration vardecl;
|
|
MOJOSHADER_astStatement stmt;
|
|
MOJOSHADER_astEmptyStatement emptystmt;
|
|
MOJOSHADER_astBreakStatement breakstmt;
|
|
MOJOSHADER_astContinueStatement contstmt;
|
|
MOJOSHADER_astDiscardStatement discardstmt;
|
|
MOJOSHADER_astBlockStatement blockstmt;
|
|
MOJOSHADER_astReturnStatement returnstmt;
|
|
MOJOSHADER_astExpressionStatement exprstmt;
|
|
MOJOSHADER_astIfStatement ifstmt;
|
|
MOJOSHADER_astSwitchCases cases;
|
|
MOJOSHADER_astSwitchStatement switchstmt;
|
|
MOJOSHADER_astWhileStatement whilestmt;
|
|
MOJOSHADER_astDoStatement dostmt;
|
|
MOJOSHADER_astForStatement forstmt;
|
|
MOJOSHADER_astTypedef typdef;
|
|
MOJOSHADER_astTypedefStatement typedefstmt;
|
|
MOJOSHADER_astVarDeclStatement vardeclstmt;
|
|
MOJOSHADER_astStructStatement structstmt;
|
|
MOJOSHADER_astCompilationUnitFunction funcunit;
|
|
MOJOSHADER_astCompilationUnitTypedef typedefunit;
|
|
MOJOSHADER_astCompilationUnitStruct structunit;
|
|
MOJOSHADER_astCompilationUnitVariable varunit;
|
|
} MOJOSHADER_astNode;
|
|
|
|
|
|
/*
|
|
* Structure used to return data from parsing of a shader into an AST...
|
|
*/
|
|
/* !!! FIXME: most of these ints should be unsigned. */
|
|
typedef struct MOJOSHADER_astData
|
|
{
|
|
/*
|
|
* The number of elements pointed to by (errors).
|
|
*/
|
|
int error_count;
|
|
|
|
/*
|
|
* (error_count) elements of data that specify errors that were generated
|
|
* by parsing this shader.
|
|
* This can be NULL if there were no errors or if (error_count) is zero.
|
|
* Note that this will only produce errors for syntax problems. Most of
|
|
* the things we expect a compiler to produce errors for--incompatible
|
|
* types, unknown identifiers, etc--are not checked at all during
|
|
* initial generation of the syntax tree...bogus programs that would
|
|
* fail to compile will pass here without error, if they are syntactically
|
|
* correct!
|
|
*/
|
|
MOJOSHADER_error *errors;
|
|
|
|
/*
|
|
* The name of the source profile used to parse the shader. Will be NULL
|
|
* on error.
|
|
*/
|
|
const char *source_profile;
|
|
|
|
/*
|
|
* The actual syntax tree. You are responsible for walking it yourself.
|
|
* CompilationUnits are always the top of the tree (functions, typedefs,
|
|
* global variables, etc). Will be NULL on error.
|
|
*/
|
|
const MOJOSHADER_astNode *ast;
|
|
|
|
/*
|
|
* This is the malloc implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_malloc malloc;
|
|
|
|
/*
|
|
* This is the free implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_free free;
|
|
|
|
/*
|
|
* This is the pointer you passed as opaque data for your allocator.
|
|
*/
|
|
void *malloc_data;
|
|
|
|
/*
|
|
* This is internal data, and not for the application to touch.
|
|
*/
|
|
void *opaque;
|
|
} MOJOSHADER_astData;
|
|
|
|
|
|
/*
|
|
* You almost certainly don't need this function, unless you absolutely know
|
|
* why you need it without hesitation. This is almost certainly only good for
|
|
* building code analysis tools on top of.
|
|
*
|
|
* This is intended to parse HLSL source code, turning it into an abstract
|
|
* syntax tree.
|
|
*
|
|
* (srcprofile) specifies the source language of the shader. You can specify
|
|
* a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
|
|
*
|
|
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
|
|
* actually access this file, as we obtain our data from (source). This
|
|
* string is copied when we need to report errors while processing (source),
|
|
* as opposed to errors in a file referenced via the #include directive in
|
|
* (source). If this is NULL, then errors will report the filename as NULL,
|
|
* too.
|
|
*
|
|
* (source) is an UTF-8 string of valid high-level shader source code.
|
|
* It does not need to be NULL-terminated.
|
|
*
|
|
* (sourcelen) is the length of the string pointed to by (source), in bytes.
|
|
*
|
|
* (defines) points to (define_count) preprocessor definitions, and can be
|
|
* NULL. These are treated by the preprocessor as if the source code started
|
|
* with one #define for each entry you pass in here.
|
|
*
|
|
* (include_open) and (include_close) let the app control the preprocessor's
|
|
* behaviour for #include statements. Both are optional and can be NULL, but
|
|
* both must be specified if either is specified.
|
|
*
|
|
* This will return a MOJOSHADER_astData. The data supplied here gives the
|
|
* application a tree-like structure they can walk to see the layout of
|
|
* a given program. When you are done with this data, pass it to
|
|
* MOJOSHADER_freeCompileData() to deallocate resources.
|
|
*
|
|
* This function will never return NULL, even if the system is completely
|
|
* out of memory upon entry (in which case, this function returns a static
|
|
* MOJOSHADER_astData object, which is still safe to pass to
|
|
* MOJOSHADER_freeAstData()).
|
|
*
|
|
* As parsing requires some memory to be allocated, you may provide a
|
|
* custom allocator to this function, which will be used to allocate/free
|
|
* memory. They function just like malloc() and free(). We do not use
|
|
* realloc(). If you don't care, pass NULL in for the allocator functions.
|
|
* If your allocator needs instance-specific data, you may supply it with the
|
|
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
|
|
*
|
|
* This function is thread safe, so long as the various callback functions
|
|
* are, too, and that the parameters remains intact for the duration of the
|
|
* call. This allows you to parse several shaders on separate CPU cores
|
|
* at the same time.
|
|
*/
|
|
const MOJOSHADER_astData *MOJOSHADER_parseAst(const char *srcprofile,
|
|
const char *filename, const char *source,
|
|
unsigned int sourcelen,
|
|
const MOJOSHADER_preprocessorDefine *defs,
|
|
unsigned int define_count,
|
|
MOJOSHADER_includeOpen include_open,
|
|
MOJOSHADER_includeClose include_close,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f,
|
|
void *d);
|
|
|
|
|
|
/* !!! FIXME: expose semantic analysis to the public API? */
|
|
|
|
|
|
/*
|
|
* Call this to dispose of AST parsing results when you are done with them.
|
|
* This will call the MOJOSHADER_free function you provided to
|
|
* MOJOSHADER_parseAst() multiple times, if you provided one.
|
|
* Passing a NULL here is a safe no-op.
|
|
*
|
|
* This function is thread safe, so long as any allocator you passed into
|
|
* MOJOSHADER_parseAst() is, too.
|
|
*/
|
|
void MOJOSHADER_freeAstData(const MOJOSHADER_astData *data);
|
|
|
|
|
|
/* Intermediate Representation interface... */
|
|
/* !!! FIXME: there is currently no way to access the IR via the public API. */
|
|
typedef enum MOJOSHADER_irNodeType
|
|
{
|
|
MOJOSHADER_IR_START_RANGE_EXPR,
|
|
MOJOSHADER_IR_CONSTANT,
|
|
MOJOSHADER_IR_TEMP,
|
|
MOJOSHADER_IR_BINOP,
|
|
MOJOSHADER_IR_MEMORY,
|
|
MOJOSHADER_IR_CALL,
|
|
MOJOSHADER_IR_ESEQ,
|
|
MOJOSHADER_IR_ARRAY,
|
|
MOJOSHADER_IR_CONVERT,
|
|
MOJOSHADER_IR_SWIZZLE,
|
|
MOJOSHADER_IR_CONSTRUCT,
|
|
MOJOSHADER_IR_END_RANGE_EXPR,
|
|
|
|
MOJOSHADER_IR_START_RANGE_STMT,
|
|
MOJOSHADER_IR_MOVE,
|
|
MOJOSHADER_IR_EXPR_STMT,
|
|
MOJOSHADER_IR_JUMP,
|
|
MOJOSHADER_IR_CJUMP,
|
|
MOJOSHADER_IR_SEQ,
|
|
MOJOSHADER_IR_LABEL,
|
|
MOJOSHADER_IR_DISCARD,
|
|
MOJOSHADER_IR_END_RANGE_STMT,
|
|
|
|
MOJOSHADER_IR_START_RANGE_MISC,
|
|
MOJOSHADER_IR_EXPRLIST,
|
|
MOJOSHADER_IR_END_RANGE_MISC,
|
|
|
|
MOJOSHADER_IR_END_RANGE
|
|
} MOJOSHADER_irNodeType;
|
|
|
|
typedef struct MOJOSHADER_irNodeInfo
|
|
{
|
|
MOJOSHADER_irNodeType type;
|
|
const char *filename;
|
|
unsigned int line;
|
|
} MOJOSHADER_irNodeInfo;
|
|
|
|
typedef struct MOJOSHADER_irExprList MOJOSHADER_irExprList;
|
|
|
|
/*
|
|
* IR nodes are categorized into Expressions, Statements, and Everything Else.
|
|
* You can cast any of them to MOJOSHADER_irGeneric, but this split is
|
|
* useful for slightly better type-checking (you can't cleanly assign
|
|
* something that doesn't return a value to something that wants one, etc).
|
|
* These broader categories are just unions of the simpler types, so the
|
|
* real definitions are below all the things they contain (but these
|
|
* predeclarations are because the simpler types refer to the broader
|
|
* categories).
|
|
*/
|
|
typedef union MOJOSHADER_irExpression MOJOSHADER_irExpression; /* returns a value. */
|
|
typedef union MOJOSHADER_irStatement MOJOSHADER_irStatement; /* no returned value. */
|
|
typedef union MOJOSHADER_irMisc MOJOSHADER_irMisc; /* Everything Else. */
|
|
typedef union MOJOSHADER_irNode MOJOSHADER_irNode; /* Generic uber-wrapper. */
|
|
|
|
/* You can cast any IR node pointer to this. */
|
|
typedef struct MOJOSHADER_irGeneric
|
|
{
|
|
MOJOSHADER_irNodeInfo ir;
|
|
} MOJOSHADER_irGeneric;
|
|
|
|
|
|
/* These are used for MOJOSHADER_irBinOp */
|
|
typedef enum MOJOSHADER_irBinOpType
|
|
{
|
|
MOJOSHADER_IR_BINOP_ADD,
|
|
MOJOSHADER_IR_BINOP_SUBTRACT,
|
|
MOJOSHADER_IR_BINOP_MULTIPLY,
|
|
MOJOSHADER_IR_BINOP_DIVIDE,
|
|
MOJOSHADER_IR_BINOP_MODULO,
|
|
MOJOSHADER_IR_BINOP_AND,
|
|
MOJOSHADER_IR_BINOP_OR,
|
|
MOJOSHADER_IR_BINOP_XOR,
|
|
MOJOSHADER_IR_BINOP_LSHIFT,
|
|
MOJOSHADER_IR_BINOP_RSHIFT,
|
|
MOJOSHADER_IR_BINOP_UNKNOWN
|
|
} MOJOSHADER_irBinOpType;
|
|
|
|
typedef enum MOJOSHADER_irConditionType
|
|
{
|
|
MOJOSHADER_IR_COND_EQL,
|
|
MOJOSHADER_IR_COND_NEQ,
|
|
MOJOSHADER_IR_COND_LT,
|
|
MOJOSHADER_IR_COND_GT,
|
|
MOJOSHADER_IR_COND_LEQ,
|
|
MOJOSHADER_IR_COND_GEQ,
|
|
MOJOSHADER_IR_COND_UNKNOWN
|
|
} MOJOSHADER_irConditionType;
|
|
|
|
|
|
/* MOJOSHADER_irExpression types... */
|
|
|
|
typedef struct MOJOSHADER_irExprInfo
|
|
{
|
|
MOJOSHADER_irNodeInfo ir;
|
|
MOJOSHADER_astDataTypeType type;
|
|
int elements;
|
|
} MOJOSHADER_irExprInfo;
|
|
|
|
typedef struct MOJOSHADER_irConstant /* Constant value */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CONSTANT */
|
|
union
|
|
{
|
|
int ival[16];
|
|
float fval[16];
|
|
} value;
|
|
} MOJOSHADER_irConstant;
|
|
|
|
typedef struct MOJOSHADER_irTemp /* temp value (not necessarily a register). */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_TEMP */
|
|
int index;
|
|
} MOJOSHADER_irTemp;
|
|
|
|
typedef struct MOJOSHADER_irBinOp /* binary operator (+, -, etc) */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_BINOP */
|
|
MOJOSHADER_irBinOpType op;
|
|
MOJOSHADER_irExpression *left;
|
|
MOJOSHADER_irExpression *right;
|
|
} MOJOSHADER_irBinOp;
|
|
|
|
typedef struct MOJOSHADER_irMemory
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_MEMORY */
|
|
int index; /* not final addresses, just a unique identifier. */
|
|
} MOJOSHADER_irMemory;
|
|
|
|
typedef struct MOJOSHADER_irCall
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CALL */
|
|
int index;
|
|
MOJOSHADER_irExprList *args;
|
|
} MOJOSHADER_irCall;
|
|
|
|
typedef struct MOJOSHADER_irESeq /* statement with result */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_ESEQ */
|
|
MOJOSHADER_irStatement *stmt; /* execute this for side-effects, then... */
|
|
MOJOSHADER_irExpression *expr; /* ...use this for the result. */
|
|
} MOJOSHADER_irESeq;
|
|
|
|
typedef struct MOJOSHADER_irArray /* Array dereference. */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_ARRAY */
|
|
MOJOSHADER_irExpression *array;
|
|
MOJOSHADER_irExpression *element;
|
|
} MOJOSHADER_irArray;
|
|
|
|
typedef struct MOJOSHADER_irConvert /* casting between datatypes */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CONVERT */
|
|
MOJOSHADER_irExpression *expr;
|
|
} MOJOSHADER_irConvert;
|
|
|
|
typedef struct MOJOSHADER_irSwizzle /* vector swizzle */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_SWIZZLE */
|
|
MOJOSHADER_irExpression *expr;
|
|
char channels[4];
|
|
} MOJOSHADER_irSwizzle;
|
|
|
|
typedef struct MOJOSHADER_irConstruct /* vector construct from discrete items */
|
|
{
|
|
MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CONTSTRUCT */
|
|
MOJOSHADER_irExprList *args;
|
|
} MOJOSHADER_irConstruct;
|
|
|
|
/* Wrap the whole category in a union for type "safety." */
|
|
union MOJOSHADER_irExpression
|
|
{
|
|
MOJOSHADER_irNodeInfo ir;
|
|
MOJOSHADER_irExprInfo info;
|
|
MOJOSHADER_irConstant constant;
|
|
MOJOSHADER_irTemp temp;
|
|
MOJOSHADER_irBinOp binop;
|
|
MOJOSHADER_irMemory memory;
|
|
MOJOSHADER_irCall call;
|
|
MOJOSHADER_irESeq eseq;
|
|
MOJOSHADER_irArray array;
|
|
MOJOSHADER_irConvert convert;
|
|
MOJOSHADER_irSwizzle swizzle;
|
|
MOJOSHADER_irConstruct construct;
|
|
};
|
|
|
|
/* MOJOSHADER_irStatement types. */
|
|
|
|
typedef struct MOJOSHADER_irMove /* load/store. */
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_MOVE */
|
|
MOJOSHADER_irExpression *dst; /* must result in a temp or mem! */
|
|
MOJOSHADER_irExpression *src;
|
|
int writemask; // for write-masking vector channels.
|
|
} MOJOSHADER_irMove;
|
|
|
|
typedef struct MOJOSHADER_irExprStmt /* evaluate expression, throw it away. */
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_EXPR_STMT */
|
|
MOJOSHADER_irExpression *expr;
|
|
} MOJOSHADER_irExprStmt;
|
|
|
|
typedef struct MOJOSHADER_irJump /* unconditional jump */
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_JUMP */
|
|
int label;
|
|
// !!! FIXME: possible label list, for further optimization passes.
|
|
} MOJOSHADER_irJump;
|
|
|
|
typedef struct MOJOSHADER_irCJump /* conditional jump */
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_CJUMP */
|
|
MOJOSHADER_irConditionType cond;
|
|
MOJOSHADER_irExpression *left; /* if (left cond right) */
|
|
MOJOSHADER_irExpression *right;
|
|
int iftrue; /* label id for true case. */
|
|
int iffalse; /* label id for false case. */
|
|
} MOJOSHADER_irCJump;
|
|
|
|
typedef struct MOJOSHADER_irSeq /* statement without side effects */
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_SEQ */
|
|
MOJOSHADER_irStatement *first;
|
|
MOJOSHADER_irStatement *next;
|
|
} MOJOSHADER_irSeq;
|
|
|
|
typedef struct MOJOSHADER_irLabel /* like a label in assembly language. */
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_LABEL */
|
|
int index;
|
|
} MOJOSHADER_irLabel;
|
|
|
|
typedef MOJOSHADER_irGeneric MOJOSHADER_irDiscard; /* discard statement. */
|
|
|
|
|
|
/* Wrap the whole category in a union for type "safety." */
|
|
union MOJOSHADER_irStatement
|
|
{
|
|
MOJOSHADER_irNodeInfo ir;
|
|
MOJOSHADER_irGeneric generic;
|
|
MOJOSHADER_irMove move;
|
|
MOJOSHADER_irExprStmt expr;
|
|
MOJOSHADER_irJump jump;
|
|
MOJOSHADER_irCJump cjump;
|
|
MOJOSHADER_irSeq seq;
|
|
MOJOSHADER_irLabel label;
|
|
MOJOSHADER_irDiscard discard;
|
|
};
|
|
|
|
/* MOJOSHADER_irMisc types. */
|
|
|
|
struct MOJOSHADER_irExprList
|
|
{
|
|
MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_EXPRLIST */
|
|
MOJOSHADER_irExpression *expr;
|
|
MOJOSHADER_irExprList *next;
|
|
};
|
|
|
|
/* Wrap the whole category in a union for type "safety." */
|
|
union MOJOSHADER_irMisc
|
|
{
|
|
MOJOSHADER_irNodeInfo ir;
|
|
MOJOSHADER_irGeneric generic;
|
|
MOJOSHADER_irExprList exprlist;
|
|
};
|
|
|
|
/* This is a catchall for all your needs. :) */
|
|
union MOJOSHADER_irNode
|
|
{
|
|
MOJOSHADER_irNodeInfo ir;
|
|
MOJOSHADER_irGeneric generic;
|
|
MOJOSHADER_irExpression expr;
|
|
MOJOSHADER_irStatement stmt;
|
|
MOJOSHADER_irMisc misc;
|
|
};
|
|
|
|
|
|
/* Compiler interface... */
|
|
|
|
/*
|
|
* Structure used to return data from parsing of a shader...
|
|
*/
|
|
/* !!! FIXME: most of these ints should be unsigned. */
|
|
typedef struct MOJOSHADER_compileData
|
|
{
|
|
/*
|
|
* The number of elements pointed to by (errors).
|
|
*/
|
|
int error_count;
|
|
|
|
/*
|
|
* (error_count) elements of data that specify errors that were generated
|
|
* by compiling this shader.
|
|
* This can be NULL if there were no errors or if (error_count) is zero.
|
|
*/
|
|
MOJOSHADER_error *errors;
|
|
|
|
/*
|
|
* The number of elements pointed to by (warnings).
|
|
*/
|
|
int warning_count;
|
|
|
|
/*
|
|
* (warning_count) elements of data that specify errors that were
|
|
* generated by compiling this shader.
|
|
* This can be NULL if there were no errors or if (warning_count) is zero.
|
|
*/
|
|
MOJOSHADER_error *warnings;
|
|
|
|
/*
|
|
* The name of the source profile used to compile the shader. Will be NULL
|
|
* on error.
|
|
*/
|
|
const char *source_profile;
|
|
|
|
/*
|
|
* Bytes of output from compiling. This will be a null-terminated ASCII
|
|
* string of D3D assembly source code.
|
|
*/
|
|
const char *output;
|
|
|
|
/*
|
|
* Byte count for output, not counting any null terminator.
|
|
* Will be 0 on error.
|
|
*/
|
|
int output_len;
|
|
|
|
/*
|
|
* The number of elements pointed to by (symbols).
|
|
*/
|
|
int symbol_count;
|
|
|
|
/*
|
|
* (symbol_count) elements of data that specify high-level symbol data
|
|
* for the shader. This can be used by MOJOSHADER_assemble() to
|
|
* generate a CTAB section in bytecode, which is needed by
|
|
* MOJOSHADER_parseData() to handle some shaders. This can be NULL on
|
|
* error or if (symbol_count) is zero.
|
|
*/
|
|
MOJOSHADER_symbol *symbols;
|
|
|
|
/*
|
|
* This is the malloc implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_malloc malloc;
|
|
|
|
/*
|
|
* This is the free implementation you passed to MOJOSHADER_parse().
|
|
*/
|
|
MOJOSHADER_free free;
|
|
|
|
/*
|
|
* This is the pointer you passed as opaque data for your allocator.
|
|
*/
|
|
void *malloc_data;
|
|
} MOJOSHADER_compileData;
|
|
|
|
|
|
/*
|
|
* This function is optional. Use this to compile high-level shader programs.
|
|
*
|
|
* This is intended to turn HLSL source code into D3D assembly code, which
|
|
* can then be passed to MOJOSHADER_assemble() to convert it to D3D bytecode
|
|
* (which can then be used with MOJOSHADER_parseData() to support other
|
|
* shading targets).
|
|
*
|
|
* (srcprofile) specifies the source language of the shader. You can specify
|
|
* a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
|
|
*
|
|
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
|
|
* actually access this file, as we obtain our data from (source). This
|
|
* string is copied when we need to report errors while processing (source),
|
|
* as opposed to errors in a file referenced via the #include directive in
|
|
* (source). If this is NULL, then errors will report the filename as NULL,
|
|
* too.
|
|
*
|
|
* (source) is an UTF-8 string of valid high-level shader source code.
|
|
* It does not need to be NULL-terminated.
|
|
*
|
|
* (sourcelen) is the length of the string pointed to by (source), in bytes.
|
|
*
|
|
* (defines) points to (define_count) preprocessor definitions, and can be
|
|
* NULL. These are treated by the preprocessor as if the source code started
|
|
* with one #define for each entry you pass in here.
|
|
*
|
|
* (include_open) and (include_close) let the app control the preprocessor's
|
|
* behaviour for #include statements. Both are optional and can be NULL, but
|
|
* both must be specified if either is specified.
|
|
*
|
|
* This will return a MOJOSHADER_compileData. The data supplied here is
|
|
* sufficient to supply to MOJOSHADER_assemble() for further processing.
|
|
* When you are done with this data, pass it to MOJOSHADER_freeCompileData()
|
|
* to deallocate resources.
|
|
*
|
|
* This function will never return NULL, even if the system is completely
|
|
* out of memory upon entry (in which case, this function returns a static
|
|
* MOJOSHADER_compileData object, which is still safe to pass to
|
|
* MOJOSHADER_freeCompileData()).
|
|
*
|
|
* As compiling requires some memory to be allocated, you may provide a
|
|
* custom allocator to this function, which will be used to allocate/free
|
|
* memory. They function just like malloc() and free(). We do not use
|
|
* realloc(). If you don't care, pass NULL in for the allocator functions.
|
|
* If your allocator needs instance-specific data, you may supply it with the
|
|
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
|
|
*
|
|
* This function is thread safe, so long as the various callback functions
|
|
* are, too, and that the parameters remains intact for the duration of the
|
|
* call. This allows you to compile several shaders on separate CPU cores
|
|
* at the same time.
|
|
*/
|
|
const MOJOSHADER_compileData *MOJOSHADER_compile(const char *srcprofile,
|
|
const char *filename, const char *source,
|
|
unsigned int sourcelen,
|
|
const MOJOSHADER_preprocessorDefine *defs,
|
|
unsigned int define_count,
|
|
MOJOSHADER_includeOpen include_open,
|
|
MOJOSHADER_includeClose include_close,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f,
|
|
void *d);
|
|
|
|
|
|
/*
|
|
* Call this to dispose of compile results when you are done with them.
|
|
* This will call the MOJOSHADER_free function you provided to
|
|
* MOJOSHADER_compile() multiple times, if you provided one.
|
|
* Passing a NULL here is a safe no-op.
|
|
*
|
|
* This function is thread safe, so long as any allocator you passed into
|
|
* MOJOSHADER_compile() is, too.
|
|
*/
|
|
void MOJOSHADER_freeCompileData(const MOJOSHADER_compileData *data);
|
|
|
|
|
|
/* OpenGL interface... */
|
|
|
|
/*
|
|
* Signature for function lookup callbacks. MojoShader will call a function
|
|
* you provide to get OpenGL entry points (both standard functions and
|
|
* extensions). Through this, MojoShader never links directly to OpenGL,
|
|
* but relies on you to provide the implementation. This means you can
|
|
* swap in different drivers, or hook functions (log every GL call MojoShader
|
|
* makes, etc).
|
|
*
|
|
* (fnname) is the function name we want the address for ("glBegin" or
|
|
* whatever. (data) is a void pointer you provide, if this callback needs
|
|
* extra information. If you don't need it, you may specify NULL.
|
|
*
|
|
* Return the entry point on success, NULL if it couldn't be found.
|
|
* Note that this could ask for standard entry points like glEnable(), or
|
|
* extensions like glProgramLocalParameterI4ivNV(), so you might need
|
|
* to check two places to find the desired entry point, depending on your
|
|
* platform (Windows might need to look in OpenGL32.dll and use WGL, etc).
|
|
*/
|
|
typedef void *(*MOJOSHADER_glGetProcAddress)(const char *fnname, void *data);
|
|
|
|
|
|
/*
|
|
* "Contexts" map to OpenGL contexts...you need one per window, or whatever,
|
|
* and need to inform MojoShader when you make a new one current.
|
|
*
|
|
* "Shaders" refer to individual vertex or pixel programs, and are created
|
|
* by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
|
|
* "linked" into a "Program" before you can use them to render.
|
|
*
|
|
* To the calling application, these are all opaque handles.
|
|
*/
|
|
typedef struct MOJOSHADER_glContext MOJOSHADER_glContext;
|
|
typedef struct MOJOSHADER_glShader MOJOSHADER_glShader;
|
|
typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram;
|
|
|
|
|
|
/*
|
|
* Get a list of available profiles. This will fill in the array (profs)
|
|
* with up to (size) pointers of profiles that the current system can handle;
|
|
* that is, the profiles are built into MojoShader and the OpenGL extensions
|
|
* required for them exist at runtime. This function returns the number of
|
|
* available profiles, which may be more, less, or equal to (size).
|
|
*
|
|
* If there are more than (size) profiles, the (profs) buffer will not
|
|
* overflow. You can check the return value for the total number of
|
|
* available profiles, allocate more space, and try again if necessary.
|
|
* Calling this function with (size) == 0 is legal.
|
|
*
|
|
* You can only call this AFTER you have successfully built your GL context
|
|
* and made it current. This function will lookup the GL functions it needs
|
|
* through the callback you supply, via (lookup) and (d). The lookup function
|
|
* is neither stored nor used by MojoShader after this function returns, nor
|
|
* are the functions it might look up.
|
|
*
|
|
* You should not free any strings returned from this function; they are
|
|
* pointers to internal, probably static, memory.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*/
|
|
int MOJOSHADER_glAvailableProfiles(MOJOSHADER_glGetProcAddress lookup, void *d,
|
|
const char **profs, const int size);
|
|
|
|
|
|
/*
|
|
* Determine the best profile to use for the current system.
|
|
*
|
|
* You can only call this AFTER you have successfully built your GL context
|
|
* and made it current. This function will lookup the GL functions it needs
|
|
* through the callback you supply via (lookup) and (d). The lookup function
|
|
* is neither stored nor used by MojoShader after this function returns, nor
|
|
* are the functions it might look up.
|
|
*
|
|
* Returns the name of the "best" profile on success, NULL if none of the
|
|
* available profiles will work on this system. "Best" is a relative term,
|
|
* but it generally means the best trade off between feature set and
|
|
* performance. The selection algorithm may be arbitrary and complex.
|
|
*
|
|
* The returned value is an internal static string, and should not be free()'d
|
|
* by the caller. If you get a NULL, calling MOJOSHADER_glGetError() might
|
|
* shed some light on why.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*/
|
|
const char *MOJOSHADER_glBestProfile(MOJOSHADER_glGetProcAddress lookup, void *d);
|
|
|
|
|
|
/*
|
|
* Prepare MojoShader to manage OpenGL shaders.
|
|
*
|
|
* You do not need to call this if all you want is MOJOSHADER_parse().
|
|
*
|
|
* You must call this once AFTER you have successfully built your GL context
|
|
* and made it current. This function will lookup the GL functions it needs
|
|
* through the callback you supply via (lookup) and (lookup_d), after which
|
|
* it may call them at any time up until you call
|
|
* MOJOSHADER_glDestroyContext(). The lookup function is neither stored nor
|
|
* used by MojoShader after this function returns.
|
|
*
|
|
* (profile) is an OpenGL-specific MojoShader profile, which decides how
|
|
* Direct3D bytecode shaders get turned into OpenGL programs, and how they
|
|
* are fed to the GL.
|
|
*
|
|
* (lookup) is a callback that is used to load GL entry points. This callback
|
|
* has to look up base GL functions and extension entry points. The pointer
|
|
* you supply in (lookup_d) is passed as-is to the callback.
|
|
*
|
|
* As MojoShader requires some memory to be allocated, you may provide a
|
|
* custom allocator to this function, which will be used to allocate/free
|
|
* memory. They function just like malloc() and free(). We do not use
|
|
* realloc(). If you don't care, pass NULL in for the allocator functions.
|
|
* If your allocator needs instance-specific data, you may supply it with the
|
|
* (malloc_d) parameter. This pointer is passed as-is to your (m) and (f)
|
|
* functions.
|
|
*
|
|
* Returns a new context on success, NULL on error. If you get a new context,
|
|
* you need to make it current before using it with
|
|
* MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* This call is NOT thread safe! It must return success before you may call
|
|
* any other MOJOSHADER_gl* function. Also, as most OpenGL implementations
|
|
* are not thread safe, you should probably only call this from the same
|
|
* thread that created the GL context.
|
|
*/
|
|
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
|
|
MOJOSHADER_glGetProcAddress lookup,
|
|
void *lookup_d,
|
|
MOJOSHADER_malloc m, MOJOSHADER_free f,
|
|
void *malloc_d);
|
|
|
|
/*
|
|
* You must call this before using the context that you got from
|
|
* MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
|
|
* context.
|
|
*
|
|
* You can only have one MOJOSHADER_glContext per actual GL context, or
|
|
* undefined behaviour will result.
|
|
*
|
|
* It is legal to call this with a NULL pointer to make no context current,
|
|
* but you need a valid context to be current to use most of MojoShader.
|
|
*/
|
|
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *ctx);
|
|
|
|
/*
|
|
* Get any error state we might have picked up. MojoShader will NOT call
|
|
* glGetError() internally, but there are other errors we can pick up,
|
|
* such as failed shader compilation, etc.
|
|
*
|
|
* Returns a human-readable string. This string is for debugging purposes, and
|
|
* not guaranteed to be localized, coherent, or user-friendly in any way.
|
|
* It's for programmers!
|
|
*
|
|
* The latest error may remain between calls. New errors replace any existing
|
|
* error. Don't check this string for a sign that an error happened, check
|
|
* return codes instead and use this for explanation when debugging.
|
|
*
|
|
* Do not free the returned string: it's a pointer to a static internal
|
|
* buffer. Do not keep the pointer around, either, as it's likely to become
|
|
* invalid as soon as you call into MojoShader again.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call does NOT require a valid MOJOSHADER_glContext to have been made
|
|
* current. The error buffer is shared between contexts, so you can get
|
|
* error results from a failed MOJOSHADER_glCreateContext().
|
|
*/
|
|
const char *MOJOSHADER_glGetError(void);
|
|
|
|
/*
|
|
* Get the maximum uniforms a shader can support for the current GL context,
|
|
* MojoShader profile, and shader type. You can use this to make decisions
|
|
* about what shaders you want to use (for example, a less complicated
|
|
* shader may be swapped in for lower-end systems).
|
|
*
|
|
* Returns the number, or -1 on error.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*/
|
|
int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type);
|
|
|
|
/*
|
|
* Compile a buffer of Direct3D shader bytecode into an OpenGL shader.
|
|
* You still need to link the shader before you may render with it.
|
|
*
|
|
* (tokenbuf) is a buffer of Direct3D shader bytecode.
|
|
* (bufsize) is the size, in bytes, of the bytecode buffer.
|
|
* (swiz), (swizcount), (smap), and (smapcount) are passed to
|
|
* MOJOSHADER_parse() unmolested.
|
|
*
|
|
* Returns NULL on error, or a shader handle on success.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Compiled shaders from this function may not be shared between contexts.
|
|
*/
|
|
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
|
|
const unsigned int bufsize,
|
|
const MOJOSHADER_swizzle *swiz,
|
|
const unsigned int swizcount,
|
|
const MOJOSHADER_samplerMap *smap,
|
|
const unsigned int smapcount);
|
|
|
|
|
|
/*
|
|
* Get the MOJOSHADER_parseData structure that was produced from the
|
|
* call to MOJOSHADER_glCompileShader().
|
|
*
|
|
* This data is read-only, and you should NOT attempt to free it. This
|
|
* pointer remains valid until the shader is deleted.
|
|
*/
|
|
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
|
|
MOJOSHADER_glShader *shader);
|
|
/*
|
|
* Link a vertex and pixel shader into an OpenGL program.
|
|
* (vshader) or (pshader) can be NULL, to specify that the GL should use the
|
|
* fixed-function pipeline instead of the programmable pipeline for that
|
|
* portion of the work. You can reuse shaders in various combinations across
|
|
* multiple programs, by relinking different pairs.
|
|
*
|
|
* It is illegal to give a vertex shader for (pshader) or a pixel shader
|
|
* for (vshader).
|
|
*
|
|
* Once you have successfully linked a program, you may render with it.
|
|
*
|
|
* Returns NULL on error, or a program handle on success.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Linked programs from this function may not be shared between contexts.
|
|
*/
|
|
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
|
|
MOJOSHADER_glShader *pshader);
|
|
|
|
/*
|
|
* This binds the program (using, for example, glUseProgramObjectARB()), and
|
|
* disables all the client-side arrays so we can reset them with new values
|
|
* if appropriate.
|
|
*
|
|
* Call with NULL to disable the programmable pipeline and all enabled
|
|
* client-side arrays.
|
|
*
|
|
* After binding a program, you should update any uniforms you care about
|
|
* with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays
|
|
* you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call
|
|
* MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may
|
|
* begin drawing through standard GL entry points.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*/
|
|
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
|
|
|
|
/*
|
|
* This binds individual shaders as if you had linked them with
|
|
* MOJOSHADER_glLinkProgram(), and used MOJOSHADER_glBindProgram() on the
|
|
* linked result.
|
|
*
|
|
* MojoShader will handle linking behind the scenes, and keep a cache of
|
|
* programs linked here. Programs are removed from this cache when one of the
|
|
* invidual shaders in it is deleted, otherwise they remain cached so future
|
|
* calls to this function don't need to relink a previously-used shader
|
|
* grouping.
|
|
*
|
|
* This function is for convenience, as the API is closer to how Direct3D
|
|
* works, and retrofitting linking into your app can be difficult;
|
|
* frequently, you just end up building your own cache, anyhow.
|
|
*
|
|
* Calling with all shaders set to NULL is equivalent to calling
|
|
* MOJOSHADER_glBindProgram(NULL).
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*/
|
|
void MOJOSHADER_glBindShaders(MOJOSHADER_glShader *vshader,
|
|
MOJOSHADER_glShader *pshader);
|
|
|
|
/*
|
|
* Set a floating-point uniform value (what Direct3D calls a "constant").
|
|
*
|
|
* There is a single array of 4-float "registers" shared by all vertex shaders.
|
|
* This is the "c" register file in Direct3D (c0, c1, c2, etc...)
|
|
* MojoShader will take care of synchronizing this internal array with the
|
|
* appropriate variables in the GL shaders.
|
|
*
|
|
* (idx) is the index into the internal array: 0 is the first four floats,
|
|
* 1 is the next four, etc.
|
|
* (data) is a pointer to (vec4count*4) floats.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
|
|
unsigned int vec4count);
|
|
|
|
/*
|
|
* Retrieve a floating-point uniform value (what Direct3D calls a "constant").
|
|
*
|
|
* There is a single array of 4-float "registers" shared by all vertex shaders.
|
|
* This is the "c" register file in Direct3D (c0, c1, c2, etc...)
|
|
* MojoShader will take care of synchronizing this internal array with the
|
|
* appropriate variables in the GL shaders.
|
|
*
|
|
* (idx) is the index into the internal array: 0 is the first four floats,
|
|
* 1 is the next four, etc.
|
|
* (data) is a pointer to space for (vec4count*4) floats.
|
|
* (data) will be filled will current values in the register file. Results
|
|
* are undefined if you request data past the end of the register file or
|
|
* previously uninitialized registers.
|
|
*
|
|
* This is a "fast" call; we're just reading memory from internal memory. We
|
|
* do not query the GPU or the GL for this information.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glGetVertexShaderUniformF(unsigned int idx, float *data,
|
|
unsigned int vec4count);
|
|
|
|
|
|
/*
|
|
* Set an integer uniform value (what Direct3D calls a "constant").
|
|
*
|
|
* There is a single array of 4-int "registers" shared by all vertex shaders.
|
|
* This is the "i" register file in Direct3D (i0, i1, i2, etc...)
|
|
* MojoShader will take care of synchronizing this internal array with the
|
|
* appropriate variables in the GL shaders.
|
|
*
|
|
* (idx) is the index into the internal array: 0 is the first four ints,
|
|
* 1 is the next four, etc.
|
|
* (data) is a pointer to (ivec4count*4) ints.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
|
|
unsigned int ivec4count);
|
|
|
|
/*
|
|
* Retrieve an integer uniform value (what Direct3D calls a "constant").
|
|
*
|
|
* There is a single array of 4-int "registers" shared by all vertex shaders.
|
|
* This is the "i" register file in Direct3D (i0, i1, i2, etc...)
|
|
* MojoShader will take care of synchronizing this internal array with the
|
|
* appropriate variables in the GL shaders.
|
|
*
|
|
* (idx) is the index into the internal array: 0 is the first four ints,
|
|
* 1 is the next four, etc.
|
|
* (data) is a pointer to space for (ivec4count*4) ints.
|
|
* (data) will be filled will current values in the register file. Results
|
|
* are undefined if you request data past the end of the register file or
|
|
* previously uninitialized registers.
|
|
*
|
|
* This is a "fast" call; we're just reading memory from internal memory. We
|
|
* do not query the GPU or the GL for this information.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glGetVertexShaderUniformI(unsigned int idx, int *data,
|
|
unsigned int ivec4count);
|
|
|
|
/*
|
|
* Set a boolean uniform value (what Direct3D calls a "constant").
|
|
*
|
|
* There is a single array of "registers" shared by all vertex shaders.
|
|
* This is the "b" register file in Direct3D (b0, b1, b2, etc...)
|
|
* MojoShader will take care of synchronizing this internal array with the
|
|
* appropriate variables in the GL shaders.
|
|
*
|
|
* Unlike the float and int counterparts, booleans are single values, not
|
|
* four-element vectors...so idx==1 is the second boolean in the internal
|
|
* array, not the fifth.
|
|
*
|
|
* Non-zero values are considered "true" and zero is considered "false".
|
|
*
|
|
* (idx) is the index into the internal array.
|
|
* (data) is a pointer to (bcount) ints.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
|
|
unsigned int bcount);
|
|
|
|
/*
|
|
* Retrieve a boolean uniform value (what Direct3D calls a "constant").
|
|
*
|
|
* There is a single array of "registers" shared by all vertex shaders.
|
|
* This is the "b" register file in Direct3D (b0, b1, b2, etc...)
|
|
* MojoShader will take care of synchronizing this internal array with the
|
|
* appropriate variables in the GL shaders.
|
|
*
|
|
* Unlike the float and int counterparts, booleans are single values, not
|
|
* four-element vectors...so idx==1 is the second boolean in the internal
|
|
* array, not the fifth.
|
|
*
|
|
* Non-zero values are considered "true" and zero is considered "false".
|
|
* This function will always return true values as 1, regardless of what
|
|
* non-zero integer you originally used to set the registers.
|
|
*
|
|
* (idx) is the index into the internal array.
|
|
* (data) is a pointer to space for (bcount) ints.
|
|
* (data) will be filled will current values in the register file. Results
|
|
* are undefined if you request data past the end of the register file or
|
|
* previously uninitialized registers.
|
|
*
|
|
* This is a "fast" call; we're just reading memory from internal memory. We
|
|
* do not query the GPU or the GL for this information.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glGetVertexShaderUniformB(unsigned int idx, int *data,
|
|
unsigned int bcount);
|
|
|
|
/*
|
|
* The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel
|
|
* shaders. Other than using a different internal array that is specific
|
|
* to pixel shaders, this functions just like its vertex array equivalent.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
|
|
unsigned int vec4count);
|
|
|
|
|
|
/*
|
|
* The equivalent of MOJOSHADER_glGetVertexShaderUniformF() for pixel
|
|
* shaders. Other than using a different internal array that is specific
|
|
* to pixel shaders, this functions just like its vertex array equivalent.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glGetPixelShaderUniformF(unsigned int idx, float *data,
|
|
unsigned int vec4count);
|
|
|
|
|
|
/*
|
|
* The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel
|
|
* shaders. Other than using a different internal array that is specific
|
|
* to pixel shaders, this functions just like its vertex array equivalent.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
|
|
unsigned int ivec4count);
|
|
|
|
|
|
/*
|
|
* The equivalent of MOJOSHADER_glGetVertexShaderUniformI() for pixel
|
|
* shaders. Other than using a different internal array that is specific
|
|
* to pixel shaders, this functions just like its vertex array equivalent.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glGetPixelShaderUniformI(unsigned int idx, int *data,
|
|
unsigned int ivec4count);
|
|
|
|
/*
|
|
* The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel
|
|
* shaders. Other than using a different internal array that is specific
|
|
* to pixel shaders, this functions just like its vertex array equivalent.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
|
|
unsigned int bcount);
|
|
|
|
/*
|
|
* The equivalent of MOJOSHADER_glGetVertexShaderUniformB() for pixel
|
|
* shaders. Other than using a different internal array that is specific
|
|
* to pixel shaders, this functions just like its vertex array equivalent.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Uniforms are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glGetPixelShaderUniformB(unsigned int idx, int *data,
|
|
unsigned int bcount);
|
|
|
|
/*
|
|
* Set up the vector for the TEXBEM opcode. Most apps can ignore this API.
|
|
*
|
|
* Shader Model 1.1 through 1.3 had an instruction for "fake bump mapping"
|
|
* called TEXBEM. To use it, you had to set some sampler states,
|
|
* D3DTSS_BUMPENVMATxx, which would be referenced by the opcode.
|
|
*
|
|
* This functionality was removed from Shader Model 1.4 and later, because
|
|
* it was special-purpose and limited. The functionality could be built on
|
|
* more general opcodes, and the sampler state could be supplied in a more
|
|
* general uniform.
|
|
*
|
|
* However, to support this opcode, we supply a way to specify that sampler
|
|
* state, and the OpenGL glue code does the right thing to pass that
|
|
* information to the shader.
|
|
*
|
|
* This call maps to IDirect3DDevice::SetTextureStageState() with the
|
|
* D3DTSS_BUMPENVMAT00, D3DTSS_BUMPENVMAT01, D3DTSS_BUMPENVMAT10,
|
|
* D3DTSS_BUMPENVMAT11, D3DTSS_BUMPENVLSCALE, and D3DTSS_BUMPENVLOFFSET
|
|
* targets. This is only useful for Shader Model < 1.4 pixel shaders, if
|
|
* they use the TEXBEM or TEXBEML opcode. If you aren't sure, you don't need
|
|
* this function.
|
|
*
|
|
* Like the rest of your uniforms, you must call MOJOSHADER_glProgramReady()
|
|
* between setting new values and drawing with them.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* These values are not shared between contexts.
|
|
*/
|
|
void MOJOSHADER_glSetLegacyBumpMapEnv(unsigned int sampler, float mat00,
|
|
float mat01, float mat10, float mat11,
|
|
float lscale, float loffset);
|
|
|
|
/*
|
|
* Connect a client-side array to the currently-bound program.
|
|
*
|
|
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
|
|
* be MOJOSHADER_USAGE_COLOR and 1.
|
|
*
|
|
* The caller should bind VBOs before this call and treat (ptr) as an offset,
|
|
* if appropriate.
|
|
*
|
|
* MojoShader will figure out where to plug this stream into the
|
|
* currently-bound program, and enable the appropriate client-side array.
|
|
*
|
|
* (size), (type), (normalized), (stride), and (ptr) correspond to
|
|
* glVertexAttribPointer()'s parameters (in most cases, these get passed
|
|
* unmolested to that very entry point during this function).
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*
|
|
* Vertex attributes are not shared between contexts.
|
|
*/
|
|
/* !!! FIXME: this should probably be "input" and not "attribute" */
|
|
/* !!! FIXME: or maybe "vertex array" or something. */
|
|
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
|
|
int index, unsigned int size,
|
|
MOJOSHADER_attributeType type,
|
|
int normalized, unsigned int stride,
|
|
const void *ptr);
|
|
|
|
|
|
|
|
|
|
/* These below functions are temporary and will be removed from the API once
|
|
the real Effects API is written. Do not use! */
|
|
void MOJOSHADER_glSetVertexPreshaderUniformF(unsigned int idx, const float *data,
|
|
unsigned int vec4n);
|
|
void MOJOSHADER_glGetVertexPreshaderUniformF(unsigned int idx, float *data,
|
|
unsigned int vec4n);
|
|
void MOJOSHADER_glSetPixelPreshaderUniformF(unsigned int idx, const float *data,
|
|
unsigned int vec4n);
|
|
void MOJOSHADER_glGetPixelPreshaderUniformF(unsigned int idx, float *data,
|
|
unsigned int vec4n);
|
|
/* These above functions are temporary and will be removed from the API once
|
|
the real Effects API is written. Do not use! */
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Inform MojoShader that it should commit any pending state to the GL. This
|
|
* must be called after you bind a program and update any inputs, right
|
|
* before you start drawing, so any outstanding changes made to the shared
|
|
* constants array (etc) can propagate to the shader during this call.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*/
|
|
void MOJOSHADER_glProgramReady(void);
|
|
|
|
/*
|
|
* Free the resources of a linked program. This will delete the GL object
|
|
* and free memory.
|
|
*
|
|
* If the program is currently bound by MOJOSHADER_glBindProgram(), it will
|
|
* be deleted as soon as it becomes unbound.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*/
|
|
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program);
|
|
|
|
/*
|
|
* Free the resources of a compiled shader. This will delete the GL object
|
|
* and free memory.
|
|
*
|
|
* If the shader is currently referenced by a linked program (or is currently
|
|
* bound with MOJOSHADER_glBindShaders()), it will be deleted as soon as all
|
|
* referencing programs are deleted and it is no longer bound, too.
|
|
*
|
|
* This call is NOT thread safe! As most OpenGL implementations are not thread
|
|
* safe, you should probably only call this from the same thread that created
|
|
* the GL context.
|
|
*
|
|
* This call requires a valid MOJOSHADER_glContext to have been made current,
|
|
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
|
|
*/
|
|
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader);
|
|
|
|
/*
|
|
* Deinitialize MojoShader's OpenGL shader management.
|
|
*
|
|
* You must call this once, while your GL context (not MojoShader context) is
|
|
* still current, if you previously had a successful call to
|
|
* MOJOSHADER_glCreateContext(). This should be the last MOJOSHADER_gl*
|
|
* function you call until you've prepared a context again.
|
|
*
|
|
* This will clean up resources previously allocated, and may call into the GL.
|
|
*
|
|
* This will not clean up shaders and programs you created! Please call
|
|
* MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean
|
|
* those up before calling this function!
|
|
*
|
|
* This function destroys the MOJOSHADER_glContext you pass it. If it's the
|
|
* current context, then no context will be current upon return.
|
|
*
|
|
* This call is NOT thread safe! There must not be any other MOJOSHADER_gl*
|
|
* functions running when this is called. Also, as most OpenGL implementations
|
|
* are not thread safe, you should probably only call this from the same
|
|
* thread that created the GL context.
|
|
*/
|
|
void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* include-once blocker. */
|
|
|
|
/* end of mojoshader.h ... */
|
|
|