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mojoshader.h

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3171 lines (2857 loc) · 117 KB
 
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/**
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* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
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*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
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#ifndef _INCL_MOJOSHADER_H_
#define _INCL_MOJOSHADER_H_
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#ifdef __cplusplus
extern "C" {
#endif
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/* You can define this if you aren't generating mojoshader_version.h */
#ifndef MOJOSHADER_NO_VERSION_INCLUDE
#include "mojoshader_version.h"
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#endif
#ifndef MOJOSHADER_VERSION
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#define MOJOSHADER_VERSION -1
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#endif
#ifndef MOJOSHADER_CHANGESET
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#define MOJOSHADER_CHANGESET "???"
#endif
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#ifndef DECLSPEC
#ifdef _WIN32
#define DECLSPEC __declspec(dllexport)
#else
#define DECLSPEC
#endif
#endif
#ifndef MOJOSHADERCALL
#ifdef _WIN32
#define MOJOSHADERCALL __stdcall
#else
#define MOJOSHADERCALL
#endif
#endif
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/*
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* For determining the version of MojoShader you are using:
* const int compiled_against = MOJOSHADER_VERSION;
* const int linked_against = MOJOSHADER_version();
*
* The version is a single integer that increments, not a major/minor value.
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*/
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DECLSPEC 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();
*
* The version is an arbitrary, null-terminated ASCII string. It is probably
* a hash that represents a revision control changeset, and can't be
* compared to any other string to determine chronology.
*
* Do not attempt to free this string; it's statically allocated.
*/
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DECLSPEC const char *MOJOSHADER_changeset(void);
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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
* 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
* callbacks, in case you need instance-specific data...it is passed through
* to your allocator unmolested, and can be NULL if you like.
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*/
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typedef void *(MOJOSHADERCALL *MOJOSHADER_malloc)(int bytes, void *data);
typedef void (MOJOSHADERCALL *MOJOSHADER_free)(void *ptr, void *data);
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/*
* These are enum values, but they also can be used in bitmasks, so we can
* test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
*/
typedef enum
{
MOJOSHADER_TYPE_UNKNOWN = 0,
MOJOSHADER_TYPE_PIXEL = (1 << 0),
MOJOSHADER_TYPE_VERTEX = (1 << 1),
MOJOSHADER_TYPE_GEOMETRY = (1 << 2), /* (not supported yet.) */
MOJOSHADER_TYPE_ANY = 0xFFFFFFFF /* used for bitmasks */
} MOJOSHADER_shaderType;
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/*
* Data types for vertex attribute streams.
*/
typedef enum
{
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MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
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MOJOSHADER_ATTRIBUTE_BYTE,
MOJOSHADER_ATTRIBUTE_UBYTE,
MOJOSHADER_ATTRIBUTE_SHORT,
MOJOSHADER_ATTRIBUTE_USHORT,
MOJOSHADER_ATTRIBUTE_INT,
MOJOSHADER_ATTRIBUTE_UINT,
MOJOSHADER_ATTRIBUTE_FLOAT,
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MOJOSHADER_ATTRIBUTE_DOUBLE,
MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
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} MOJOSHADER_attributeType;
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/*
* Data types for uniforms. See MOJOSHADER_uniform for more information.
*/
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typedef enum
{
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MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_UNIFORM_FLOAT,
MOJOSHADER_UNIFORM_INT,
MOJOSHADER_UNIFORM_BOOL,
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} MOJOSHADER_uniformType;
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/*
* These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
* calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
* need this data, for example. These integers are register indexes. So if
* index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
* 4-float vector to be specified for what would be register "c6" in D3D
* assembly language, before drawing with the shader.
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* (array_count) means this is an array of uniforms...this happens in some
* profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
* In those cases, the shader was built to set some range of constant
* registers as an array. You should set this array with (array_count)
* elements from the constant register file, starting at (index) instead of
* just a single uniform. To be extra difficult, you'll need to fill in the
* correct values from the MOJOSHADER_constant data into the appropriate
* 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
* once at creation time, from the constant list and not ever updated from
* the constant register file. This is a workaround for limitations in some
* profiles.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* 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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/*
* These are the constants defined in a shader. These are data values
* hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
* override your Uniforms. This data is largely for informational purposes,
* since they are compiled in and can't be changed, like Uniforms can be.
* These integers are register indexes. So if index==6 and
* type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
* to be specified for what would be register "c6" in D3D assembly language,
* before drawing with the shader.
* (value) is the value of the constant, unioned by type.
*/
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typedef struct MOJOSHADER_constant
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{
MOJOSHADER_uniformType type;
int index;
union
{
float f[4]; /* if type==MOJOSHADER_UNIFORM_FLOAT */
int i[4]; /* if type==MOJOSHADER_UNIFORM_INT */
int b; /* if type==MOJOSHADER_UNIFORM_BOOL */
} value;
} MOJOSHADER_constant;
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/*
* Data types for samplers. See MOJOSHADER_sampler for more information.
*/
typedef enum
{
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MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_SAMPLER_2D,
MOJOSHADER_SAMPLER_CUBE,
MOJOSHADER_SAMPLER_VOLUME,
} MOJOSHADER_samplerType;
/*
* These are the samplers to be set for a shader. ...
* IDirect3DDevice::SetTexture() would need this data, for example.
* These integers are the sampler "stage". So if index==6 and
* type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
* to be specified for what would be register "s6" in D3D assembly language,
* before drawing with the shader.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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* (texbem) will be non-zero if a TEXBEM opcode references this sampler. This
* is only used in legacy shaders (ps_1_1 through ps_1_3), but it needs some
* special support to work, as we have to load a magic uniform behind the
* scenes to support it. Most code can ignore this field in general, and no
* 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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{
MOJOSHADER_samplerType type;
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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/*
* This struct is used if you have to force a sampler to a specific type.
* Generally, you can ignore this, but if you have, say, a ps_1_1
* shader, you might need to specify what the samplers are meant to be
* to get correct results, as Shader Model 1 samples textures according
* to what is bound to a sampler at the moment instead of what the shader
* is hardcoded to expect.
*/
typedef struct MOJOSHADER_samplerMap
{
int index;
MOJOSHADER_samplerType type;
} MOJOSHADER_samplerMap;
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/*
* Data types for attributes. See MOJOSHADER_attribute for more information.
*/
typedef enum
{
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MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_USAGE_POSITION,
MOJOSHADER_USAGE_BLENDWEIGHT,
MOJOSHADER_USAGE_BLENDINDICES,
MOJOSHADER_USAGE_NORMAL,
MOJOSHADER_USAGE_POINTSIZE,
MOJOSHADER_USAGE_TEXCOORD,
MOJOSHADER_USAGE_TANGENT,
MOJOSHADER_USAGE_BINORMAL,
MOJOSHADER_USAGE_TESSFACTOR,
MOJOSHADER_USAGE_POSITIONT,
MOJOSHADER_USAGE_COLOR,
MOJOSHADER_USAGE_FOG,
MOJOSHADER_USAGE_DEPTH,
MOJOSHADER_USAGE_SAMPLE,
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MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */
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} MOJOSHADER_usage;
/*
* These are the attributes to be set for a shader. "Attributes" are what
* Direct3D calls "Vertex Declarations Usages" ...
* IDirect3DDevice::CreateVertexDeclaration() would need this data, for
* example. Each attribute is associated with an array of data that uses one
* element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
* means we'd expect a secondary color array to be bound to this shader
* before drawing.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_attribute
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{
MOJOSHADER_usage usage;
int index;
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const char *name;
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} MOJOSHADER_attribute;
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/*
* Use this if you want to specify newly-parsed code to swizzle incoming
* data. This can be useful if you know, at parse time, that a shader
* will be processing data on COLOR0 that should be RGBA, but you'll
* be passing it a vertex array full of ARGB instead.
*/
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typedef struct MOJOSHADER_swizzle
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{
MOJOSHADER_usage usage;
unsigned int index;
unsigned char swizzles[4]; /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
} MOJOSHADER_swizzle;
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/*
* MOJOSHADER_symbol data.
*
* These are used to expose high-level information in shader bytecode.
* They associate HLSL variables with registers. This data is used for both
* debugging and optimization.
*/
typedef enum
{
MOJOSHADER_SYMREGSET_BOOL,
MOJOSHADER_SYMREGSET_INT4,
MOJOSHADER_SYMREGSET_FLOAT4,
MOJOSHADER_SYMREGSET_SAMPLER,
} MOJOSHADER_symbolRegisterSet;
typedef enum
{
MOJOSHADER_SYMCLASS_SCALAR,
MOJOSHADER_SYMCLASS_VECTOR,
MOJOSHADER_SYMCLASS_MATRIX_ROWS,
MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
MOJOSHADER_SYMCLASS_OBJECT,
MOJOSHADER_SYMCLASS_STRUCT,
} MOJOSHADER_symbolClass;
typedef enum
{
MOJOSHADER_SYMTYPE_VOID,
MOJOSHADER_SYMTYPE_BOOL,
MOJOSHADER_SYMTYPE_INT,
MOJOSHADER_SYMTYPE_FLOAT,
MOJOSHADER_SYMTYPE_STRING,
MOJOSHADER_SYMTYPE_TEXTURE,
MOJOSHADER_SYMTYPE_TEXTURE1D,
MOJOSHADER_SYMTYPE_TEXTURE2D,
MOJOSHADER_SYMTYPE_TEXTURE3D,
MOJOSHADER_SYMTYPE_TEXTURECUBE,
MOJOSHADER_SYMTYPE_SAMPLER,
MOJOSHADER_SYMTYPE_SAMPLER1D,
MOJOSHADER_SYMTYPE_SAMPLER2D,
MOJOSHADER_SYMTYPE_SAMPLER3D,
MOJOSHADER_SYMTYPE_SAMPLERCUBE,
MOJOSHADER_SYMTYPE_PIXELSHADER,
MOJOSHADER_SYMTYPE_VERTEXSHADER,
MOJOSHADER_SYMTYPE_PIXELFRAGMENT,
MOJOSHADER_SYMTYPE_VERTEXFRAGMENT,
MOJOSHADER_SYMTYPE_UNSUPPORTED,
} MOJOSHADER_symbolType;
typedef struct MOJOSHADER_symbolStructMember MOJOSHADER_symbolStructMember;
typedef struct MOJOSHADER_symbolTypeInfo
{
MOJOSHADER_symbolClass parameter_class;
MOJOSHADER_symbolType parameter_type;
unsigned int rows;
unsigned int columns;
unsigned int elements;
unsigned int member_count;
MOJOSHADER_symbolStructMember *members;
} MOJOSHADER_symbolTypeInfo;
struct MOJOSHADER_symbolStructMember
{
const char *name;
MOJOSHADER_symbolTypeInfo info;
};
typedef struct MOJOSHADER_symbol
{
const char *name;
MOJOSHADER_symbolRegisterSet register_set;
unsigned int register_index;
unsigned int register_count;
MOJOSHADER_symbolTypeInfo info;
} MOJOSHADER_symbol;
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/*
* These are used with MOJOSHADER_error as special case positions.
*/
#define MOJOSHADER_POSITION_NONE (-3)
#define MOJOSHADER_POSITION_BEFORE (-2)
#define MOJOSHADER_POSITION_AFTER (-1)
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typedef struct MOJOSHADER_error
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{
/*
* Human-readable error, if there is one. Will be NULL if there was no
* error. The string will be UTF-8 encoded, and English only. Most of
* these shouldn't be shown to the end-user anyhow.
*/
const char *error;
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/*
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* Filename where error happened. This can be NULL if the information
* isn't available.
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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
* there was no error, MOJOSHADER_POSITION_BEFORE if there was an error
* before processing started, and MOJOSHADER_POSITION_AFTER if there was
* an error during final processing. If >= 0, MOJOSHADER_parse() sets
* this to the byte offset (starting at zero) into the bytecode you
* supplied, and MOJOSHADER_assemble(), MOJOSHADER_parseAst(), and
* MOJOSHADER_compile() sets this to a a line number in the source code
* you supplied (starting at one).
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*/
int error_position;
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} MOJOSHADER_error;
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/* !!! FIXME: document me. */
typedef enum MOJOSHADER_preshaderOpcode
{
MOJOSHADER_PRESHADEROP_NOP,
MOJOSHADER_PRESHADEROP_MOV,
MOJOSHADER_PRESHADEROP_NEG,
MOJOSHADER_PRESHADEROP_RCP,
MOJOSHADER_PRESHADEROP_FRC,
MOJOSHADER_PRESHADEROP_EXP,
MOJOSHADER_PRESHADEROP_LOG,
MOJOSHADER_PRESHADEROP_RSQ,
MOJOSHADER_PRESHADEROP_SIN,
MOJOSHADER_PRESHADEROP_COS,
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MOJOSHADER_PRESHADEROP_ASIN,
MOJOSHADER_PRESHADEROP_ACOS,
MOJOSHADER_PRESHADEROP_ATAN,
MOJOSHADER_PRESHADEROP_MIN,
MOJOSHADER_PRESHADEROP_MAX,
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MOJOSHADER_PRESHADEROP_LT,
MOJOSHADER_PRESHADEROP_GE,
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MOJOSHADER_PRESHADEROP_ADD,
MOJOSHADER_PRESHADEROP_MUL,
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,
MOJOSHADER_PRESHADEROP_MIN_SCALAR = MOJOSHADER_PRESHADEROP_SCALAR_OPS,
MOJOSHADER_PRESHADEROP_MAX_SCALAR,
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MOJOSHADER_PRESHADEROP_LT_SCALAR,
MOJOSHADER_PRESHADEROP_GE_SCALAR,
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MOJOSHADER_PRESHADEROP_ADD_SCALAR,
MOJOSHADER_PRESHADEROP_MUL_SCALAR,
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_preshaderOpcode;
typedef enum MOJOSHADER_preshaderOperandType
{
MOJOSHADER_PRESHADEROPERAND_INPUT,
MOJOSHADER_PRESHADEROPERAND_OUTPUT,
MOJOSHADER_PRESHADEROPERAND_LITERAL,
MOJOSHADER_PRESHADEROPERAND_TEMP,
} MOJOSHADER_preshaderOperandType;
typedef struct MOJOSHADER_preshaderOperand
{
MOJOSHADER_preshaderOperandType type;
unsigned int index;
Jan 1, 2016
Jan 1, 2016
447
448
unsigned int array_register_count;
unsigned int *array_registers;
May 30, 2011
May 30, 2011
449
450
451
452
453
454
455
} MOJOSHADER_preshaderOperand;
typedef struct MOJOSHADER_preshaderInstruction
{
MOJOSHADER_preshaderOpcode opcode;
unsigned int element_count;
unsigned int operand_count;
Jan 1, 2016
Jan 1, 2016
456
MOJOSHADER_preshaderOperand operands[4];
May 30, 2011
May 30, 2011
457
458
459
460
461
462
463
} MOJOSHADER_preshaderInstruction;
typedef struct MOJOSHADER_preshader
{
unsigned int literal_count;
double *literals;
unsigned int temp_count; /* scalar, not vector! */
Jun 1, 2011
Jun 1, 2011
464
465
unsigned int symbol_count;
MOJOSHADER_symbol *symbols;
May 30, 2011
May 30, 2011
466
467
unsigned int instruction_count;
MOJOSHADER_preshaderInstruction *instructions;
Jan 1, 2016
Jan 1, 2016
468
469
unsigned int register_count;
float *registers;
May 30, 2011
May 30, 2011
470
471
} MOJOSHADER_preshader;
Feb 3, 2009
Feb 3, 2009
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
/*
* 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;
Dec 10, 2008
Dec 10, 2008
489
Apr 23, 2008
Apr 23, 2008
490
491
492
493
494
/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
Mar 28, 2008
Mar 28, 2008
495
496
497
498
499
500
501
502
503
/*
* 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
Apr 6, 2008
Apr 6, 2008
504
505
506
* 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.
Mar 28, 2008
Mar 28, 2008
507
508
509
510
*/
int output_len;
/*
Jun 3, 2008
Jun 3, 2008
511
* Count of Direct3D instruction slots used. This is meaningless in terms
Mar 28, 2008
Mar 28, 2008
512
513
* of the actual output, as the profile will probably grow or reduce
* the count (or for high-level languages, not have that information at
Jun 3, 2008
Jun 3, 2008
514
515
516
517
* 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.
Mar 28, 2008
Mar 28, 2008
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
*/
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;
Apr 4, 2008
Apr 4, 2008
537
538
539
540
541
542
/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
Apr 4, 2008
Apr 4, 2008
543
544
* (uniform_count) elements of data that specify Uniforms to be set for
* this shader. See discussion on MOJOSHADER_uniform for details.
Apr 19, 2008
Apr 19, 2008
545
* This can be NULL on error or if (uniform_count) is zero.
Apr 4, 2008
Apr 4, 2008
546
547
548
*/
MOJOSHADER_uniform *uniforms;
May 3, 2008
May 3, 2008
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
/*
* 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;
Apr 19, 2008
Apr 19, 2008
564
565
566
567
568
569
570
571
572
573
574
575
/*
* 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;
Jun 20, 2011
Jun 20, 2011
576
/* !!! FIXME: this should probably be "input" and not "attribute" */
Apr 5, 2008
Apr 5, 2008
577
578
579
580
581
/*
* The number of elements pointed to by (attributes).
*/
int attribute_count;
Jun 20, 2011
Jun 20, 2011
582
/* !!! FIXME: this should probably be "input" and not "attribute" */
Apr 5, 2008
Apr 5, 2008
583
584
585
/*
* (attribute_count) elements of data that specify Attributes to be set
* for this shader. See discussion on MOJOSHADER_attribute for details.
Apr 19, 2008
Apr 19, 2008
586
* This can be NULL on error or if (attribute_count) is zero.
Apr 5, 2008
Apr 5, 2008
587
588
589
*/
MOJOSHADER_attribute *attributes;
Jun 20, 2011
Jun 20, 2011
590
591
592
593
594
595
596
597
598
599
600
601
/*
* 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;
Aug 26, 2008
Aug 26, 2008
602
603
604
605
606
/*
* The number of elements pointed to by (swizzles).
*/
int swizzle_count;
Jun 20, 2011
Jun 20, 2011
607
/* !!! FIXME: this should probably be "input" and not "attribute" */
Aug 26, 2008
Aug 26, 2008
608
609
610
611
612
613
614
615
/*
* (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;
Dec 20, 2008
Dec 20, 2008
616
617
618
619
620
621
622
623
624
625
626
627
628
629
/*
* 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;
May 30, 2011
May 30, 2011
630
631
632
633
634
635
/*
* !!! FIXME: document me.
* This can be NULL on error or if no preshader was available.
*/
MOJOSHADER_preshader *preshader;
Mar 28, 2008
Mar 28, 2008
636
637
638
639
640
641
642
643
644
/*
* 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;
Apr 4, 2008
Apr 4, 2008
645
646
647
648
649
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
Mar 28, 2008
Mar 28, 2008
650
651
652
653
654
655
656
657
} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
Apr 6, 2008
Apr 6, 2008
658
659
660
/*
* Profile string for passthrough of the original bytecode, unchanged.
*/
Dec 7, 2008
Dec 7, 2008
661
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"
Apr 6, 2008
Apr 6, 2008
662
Mar 28, 2008
Mar 28, 2008
663
664
665
666
667
/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
Jun 29, 2008
Jun 29, 2008
668
669
670
671
672
/*
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
*/
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
Jan 1, 2016
Jan 1, 2016
673
674
675
676
677
/*
* Profile string for GLSL ES: minor changes to GLSL output for ES compliance.
*/
#define MOJOSHADER_PROFILE_GLSLES "glsles"
May 25, 2008
May 25, 2008
678
679
680
681
682
/*
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
*/
#define MOJOSHADER_PROFILE_ARB1 "arb1"
Jun 18, 2008
Jun 18, 2008
683
684
685
686
687
688
689
690
691
692
/*
* 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
*/
Jul 3, 2008
Jul 3, 2008
693
#define MOJOSHADER_PROFILE_NV3 "nv3"
Jun 18, 2008
Jun 18, 2008
694
695
696
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
Sep 24, 2008
Sep 24, 2008
697
* GL_NV_gpu_program4
Jun 18, 2008
Jun 18, 2008
698
*/
Jul 7, 2008
Jul 7, 2008
699
#define MOJOSHADER_PROFILE_NV4 "nv4"
Jun 18, 2008
Jun 18, 2008
700
Nov 8, 2008
Nov 8, 2008
701
702
703
/*
* Determine the highest supported Shader Model for a profile.
*/
Jan 1, 2016
Jan 1, 2016
704
DECLSPEC int MOJOSHADER_maxShaderModel(const char *profile);
Nov 8, 2008
Nov 8, 2008
705
Apr 4, 2008
Apr 4, 2008
706
Mar 28, 2008
Mar 28, 2008
707
708
709
710
711
712
713
714
715
716
717
718
719
720
/*
* 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().
Apr 4, 2008
Apr 4, 2008
721
722
723
* 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.
Mar 28, 2008
Mar 28, 2008
724
*
Apr 4, 2008
Apr 4, 2008
725
* This function returns a MOJOSHADER_parseData.
Mar 28, 2008
Mar 28, 2008
726
727
728
729
730
731
*
* 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()).
*
Aug 26, 2008
Aug 26, 2008
732
733
734
735
736
737
* 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.
*
May 29, 2012
May 29, 2012
738
739
740
741
742
* 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
May 29, 2012
May 29, 2012
743
744
745
746
747
748
749
* 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.
May 29, 2012
May 29, 2012
750
*
Nov 23, 2014
Nov 23, 2014
751
752
753
754
755
* (bufsize) is the size in bytes of (tokenbuf). If (bufsize) is zero,
* MojoShader will attempt to figure out the size of the buffer, but you
* risk a buffer overflow if you have corrupt data, etc. Supply the value
* if you can.
*
Apr 23, 2008
Apr 23, 2008
756
* This function is thread safe, so long as (m) and (f) are too, and that
Mar 28, 2008
Mar 28, 2008
757
758
759
* (tokenbuf) remains intact for the duration of the call. This allows you
* to parse several shaders on separate CPU cores at the same time.
*/
Jan 1, 2016
Jan 1, 2016
760
761
762
763
764
765
766
767
768
769
770
DECLSPEC 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);
Mar 28, 2008
Mar 28, 2008
771
772
773
774
775
776
777
778
779
780
/*
* 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.
*/
Jan 1, 2016
Jan 1, 2016
781
DECLSPEC void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
May 22, 2011
May 22, 2011
782
783
Jan 1, 2016
Jan 1, 2016
784
785
786
787
788
789
/* !!! FIXME: document me. */
DECLSPEC const MOJOSHADER_preshader *MOJOSHADER_parsePreshader(const unsigned char *buf,
const unsigned int len,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
May 22, 2011
May 22, 2011
790
791
792
/* !!! FIXME: document me. */
Jan 1, 2016
Jan 1, 2016
793
794
795
DECLSPEC void MOJOSHADER_freePreshader(const MOJOSHADER_preshader *preshader,
MOJOSHADER_free f,
void *d);
May 22, 2011
May 22, 2011
796
797
Jan 1, 2016
Jan 1, 2016
798
799
/* Effects interface... */
#include "mojoshader_effects.h"
May 22, 2011
May 22, 2011
800
Apr 27, 2008
Apr 27, 2008
801
Feb 9, 2009
Feb 9, 2009
802
803
804
805
/* Preprocessor interface... */
/*
* Structure used to pass predefined macros. Maps to D3DXMACRO.
Feb 20, 2009
Feb 20, 2009
806
* You can have macro arguments: set identifier to "a(b, c)" or whatever.
Feb 9, 2009
Feb 9, 2009
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
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826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
*/
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;
/*
Feb 12, 2009
Feb 12, 2009
843
* Bytes of output from preprocessing. This is a UTF-8 string. We
Feb 9, 2009
Feb 9, 2009
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
* 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;
Mar 24, 2009
Mar 24, 2009
875
* the preprocessor will open files directly if no callback is supplied, but
Feb 9, 2009
Feb 9, 2009
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
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893
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898
899
900
901
902
* 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.
*/
Jan 1, 2016
Jan 1, 2016
903
typedef int (MOJOSHADERCALL *MOJOSHADER_includeOpen)(MOJOSHADER_includeType inctype,
Feb 9, 2009
Feb 9, 2009
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
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.
*/
Jan 1, 2016
Jan 1, 2016
921
typedef void (MOJOSHADERCALL *MOJOSHADER_includeClose)(const char *data,
Feb 9, 2009
Feb 9, 2009
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
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().
*
Feb 12, 2009
Feb 12, 2009
940
941
942
943
944
945
946
947
* (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
Feb 9, 2009
Feb 9, 2009
948
949
950
951
952
953
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* 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.
*/
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Jan 1, 2016
981
DECLSPEC const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
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Feb 12, 2009
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const char *source, unsigned int sourcelen,
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Feb 19, 2009
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const MOJOSHADER_preprocessorDefine *defines,
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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.
*/
Jan 1, 2016
Jan 1, 2016
999
DECLSPEC void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);
Feb 9, 2009
Feb 9, 2009
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