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mojoshader.h

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1080 lines (977 loc) · 40.7 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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/*
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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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int MOJOSHADER_version(void);
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/*
* For determining the revision control changeste of MojoShader you are using:
* const const *compiled_against = MOJOSHADER_CHANGESET;
* 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.
*/
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 *(*MOJOSHADER_malloc)(int bytes, void *data);
typedef void (*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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*/
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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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} MOJOSHADER_sampler;
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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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/*
* Structure used to return data from parsing of a shader...
*/
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typedef struct MOJOSHADER_parseData
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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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/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
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/*
* 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
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* 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.
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*/
int output_len;
/*
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* Count of Direct3D instruction slots used. This is meaningless in terms
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* of the actual output, as the profile will probably grow or reduce
* the count (or for high-level languages, not have that information at
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* 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.
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*/
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;
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/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
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* (uniform_count) elements of data that specify Uniforms to be set for
* this shader. See discussion on MOJOSHADER_uniform for details.
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* This can be NULL on error or if (uniform_count) is zero.
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*/
MOJOSHADER_uniform *uniforms;
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/*
* 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;
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/*
* 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;
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/*
* The number of elements pointed to by (attributes).
*/
int attribute_count;
/*
* (attribute_count) elements of data that specify Attributes to be set
* for this shader. See discussion on MOJOSHADER_attribute for details.
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* This can be NULL on error or if (attribute_count) is zero.
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*/
MOJOSHADER_attribute *attributes;
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/*
* The number of elements pointed to by (swizzles).
*/
int swizzle_count;
/*
* (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;
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/*
* 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;
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/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
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} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
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/*
* Profile string for passthrough of the original bytecode, unchanged.
*/
#define MOJOSHADER_PROFILE_PASSTHROUGH "passthrough"
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/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
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/*
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
*/
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
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/*
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
*/
#define MOJOSHADER_PROFILE_ARB1 "arb1"
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/*
* 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
*/
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#define MOJOSHADER_PROFILE_NV3 "nv3"
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/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
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* GL_NV_gpu_program4
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*/
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#define MOJOSHADER_PROFILE_NV4 "nv4"
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/*
* Determine the highest supported Shader Model for a profile.
*/
int MOJOSHADER_maxShaderModel(const char *profile);
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/*
* 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().
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* 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.
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*
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* This function returns a MOJOSHADER_parseData.
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*
* 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()).
*
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* 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.
*
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* This function is thread safe, so long as (m) and (f) are too, and that
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* (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,
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const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
Mar 28, 2008
Mar 28, 2008
471
MOJOSHADER_malloc m,
Apr 4, 2008
Apr 4, 2008
472
473
MOJOSHADER_free f,
void *d);
Mar 28, 2008
Mar 28, 2008
474
475
476
477
478
479
480
481
482
483
484
/*
* 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);
Feb 10, 2008
Feb 10, 2008
485
Apr 26, 2008
Apr 26, 2008
486
Apr 27, 2008
Apr 27, 2008
487
Dec 5, 2008
Dec 5, 2008
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
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522
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524
525
526
527
528
529
530
531
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533
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541
542
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544
545
546
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554
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561
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563
564
565
566
567
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569
570
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572
573
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575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
/* Assembler interface... */
/*
* Structure used to return data from assembling of a shader...
*/
typedef struct MOJOSHADER_assembleData
{
/*
* 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;
/*
* Line number of error, if there is one. Will be zero if there isn't.
*/
unsigned int error_line;
/*
* Bytes of output from assembling. Binary data. Will be NULL on error.
*/
const char *output;
/*
* Byte count for output. Will be 0 on error.
*/
int output_len;
/*
* Count of Direct3D instruction slots used. 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;
/*
* 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_assembleData;
/*
* This function is optional. Use this to convert Direct3D shader assembly
* language into bytecode, which can be handled by MOJOSHADER_parse().
*
* (source) is an ASCII, NULL-terminated string of valid Direct3D shader
* assembly source code.
*
* 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 (m) and (f) are too, and that
* (source) 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_assembleData *MOJOSHADER_assemble(const char *source,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
* Call this to dispose of assembling results when you are done with them.
* This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_assemble() 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_assemble() is, too.
*/
void MOJOSHADER_freeAssembleData(const MOJOSHADER_assembleData *data);
Apr 27, 2008
Apr 27, 2008
591
592
593
/* OpenGL interface... */
Apr 28, 2008
Apr 28, 2008
594
595
596
597
598
599
600
601
602
603
604
605
606
607
/*
* "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;
Apr 30, 2008
Apr 30, 2008
608
609
/*
Jul 3, 2008
Jul 3, 2008
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
* 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. 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.
Apr 30, 2008
Apr 30, 2008
629
*
Jul 3, 2008
Jul 3, 2008
630
631
632
633
634
635
636
637
638
639
* 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(void *(*lookup)(const char *fnname),
const char **profs, const int size);
/*
* Determine the best profile to use for the current system.
Apr 30, 2008
Apr 30, 2008
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
*
* 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. 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(void *(*lookup)(const char *fnname));
Apr 26, 2008
Apr 26, 2008
663
664
665
666
667
668
669
670
/*
* 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, after which it may call them at any time
Apr 28, 2008
Apr 28, 2008
671
672
* up until you call MOJOSHADER_glDestroyContext(). The lookup function is
* neither stored nor used by MojoShader after this function returns.
Apr 26, 2008
Apr 26, 2008
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
*
* (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.
*
* 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
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
*
Apr 28, 2008
Apr 28, 2008
688
689
690
* 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().
Apr 26, 2008
Apr 26, 2008
691
692
693
694
695
696
*
* 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.
*/
Apr 28, 2008
Apr 28, 2008
697
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
Apr 28, 2008
Apr 28, 2008
698
699
700
701
702
703
void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d);
/*
* You must call this before using the context that you got from
Apr 28, 2008
Apr 28, 2008
704
705
* MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
* context.
Apr 28, 2008
Apr 28, 2008
706
707
708
709
710
711
712
713
*
* 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);
Apr 26, 2008
Apr 26, 2008
714
Apr 27, 2008
Apr 27, 2008
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
/*
* 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.
Apr 26, 2008
Apr 26, 2008
735
*
Apr 28, 2008
Apr 28, 2008
736
737
* 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
Apr 28, 2008
Apr 28, 2008
738
* error results from a failed MOJOSHADER_glCreateContext().
Apr 26, 2008
Apr 26, 2008
739
*/
Apr 28, 2008
Apr 28, 2008
740
const char *MOJOSHADER_glGetError(void);
Apr 26, 2008
Apr 26, 2008
741
May 3, 2008
May 3, 2008
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
/*
* 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);
Apr 26, 2008
Apr 26, 2008
759
760
761
762
763
764
/*
* 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.
Aug 26, 2008
Aug 26, 2008
765
* (swiz) and (swizcount) are passed to MOJOSHADER_parse() unmolested.
Apr 26, 2008
Apr 26, 2008
766
767
*
* Returns NULL on error, or a shader handle on success.
Apr 27, 2008
Apr 27, 2008
768
769
770
771
*
* 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.
Apr 28, 2008
Apr 28, 2008
772
773
774
775
776
*
* 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.
Apr 26, 2008
Apr 26, 2008
777
*/
Apr 26, 2008
Apr 26, 2008
778
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
Aug 26, 2008
Aug 26, 2008
779
780
781
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount);
Apr 26, 2008
Apr 26, 2008
782
Apr 29, 2008
Apr 29, 2008
783
784
785
786
787
788
789
790
791
792
/*
* 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);
Apr 26, 2008
Apr 26, 2008
793
/*
Apr 26, 2008
Apr 26, 2008
794
795
796
797
798
* 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.
Apr 26, 2008
Apr 26, 2008
799
*
Apr 26, 2008
Apr 26, 2008
800
801
* It is illegal to give a vertex shader for (pshader) or a pixel shader
* for (vshader).
Apr 26, 2008
Apr 26, 2008
802
803
804
805
*
* Once you have successfully linked a program, you may render with it.
*
* Returns NULL on error, or a program handle on success.
Apr 27, 2008
Apr 27, 2008
806
807
808
809
*
* 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.
Apr 28, 2008
Apr 28, 2008
810
811
812
813
814
*
* 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.
Apr 26, 2008
Apr 26, 2008
815
*/
Apr 26, 2008
Apr 26, 2008
816
817
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader);
Apr 26, 2008
Apr 26, 2008
818
819
820
821
822
823
824
825
826
827
828
829
830
831
/*
* 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.
Apr 27, 2008
Apr 27, 2008
832
833
834
835
*
* 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.
Apr 28, 2008
Apr 28, 2008
836
837
838
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
*/
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
/*
* 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.
Apr 27, 2008
Apr 27, 2008
854
855
856
857
*
* 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.
Apr 28, 2008
Apr 28, 2008
858
859
860
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
861
862
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
*/
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const 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.
Apr 27, 2008
Apr 27, 2008
878
879
880
881
*
* 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.
Apr 28, 2008
Apr 28, 2008
882
883
884
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
885
886
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
*/
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const 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.
Apr 27, 2008
Apr 27, 2008
907
908
909
910
*
* 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.
Apr 28, 2008
Apr 28, 2008
911
912
913
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
914
915
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
916
917
918
919
*/
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount);
Apr 26, 2008
Apr 26, 2008
920
921
922
923
/*
* 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.
Apr 27, 2008
Apr 27, 2008
924
925
926
927
*
* 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.
Apr 28, 2008
Apr 28, 2008
928
929
930
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
931
932
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
933
934
935
936
937
938
939
940
*/
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const 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.
Apr 27, 2008
Apr 27, 2008
941
942
943
944
*
* 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.
Apr 28, 2008
Apr 28, 2008
945
946
947
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
948
949
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
950
951
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*/
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const 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.
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*
* 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.
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*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
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*
* Uniforms are not shared between contexts.
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*/
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount);
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/*
* 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).
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*
* 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.
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*
* 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.
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*/
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr);