author | Ryan C. Gordon <icculus@icculus.org> |
Sun, 27 Apr 2008 04:38:00 -0400 | |
branch | trunk |
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parent 211 | e4587c44661f |
child 218 | d3fac270bca1 |
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/** |
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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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#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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/* |
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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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#define MOJOSHADER_VERSION 1 |
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int MOJOSHADER_version(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_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_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_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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* (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 |
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{ |
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MOJOSHADER_uniformType type; |
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int index; |
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const char *name; |
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} MOJOSHADER_uniform; |
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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_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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*/ |
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typedef struct |
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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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} MOJOSHADER_sampler; |
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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_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; not ever 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 |
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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; |
46 | 160 |
|
161 |
/* |
|
162 |
* Structure used to return data from parsing of a shader... |
|
163 |
*/ |
|
164 |
typedef struct |
|
165 |
{ |
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166 |
/* |
|
167 |
* Human-readable error, if there is one. Will be NULL if there was no |
|
168 |
* error. The string will be UTF-8 encoded, and English only. Most of |
|
169 |
* these shouldn't be shown to the end-user anyhow. |
|
170 |
*/ |
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171 |
const char *error; |
|
172 |
||
173 |
/* |
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* The name of the profile used to parse the shader. Will be NULL on error. |
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*/ |
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const char *profile; |
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/* |
46 | 179 |
* Bytes of output from parsing. Most profiles produce a string of source |
180 |
* code, but profiles that do binary output may not be text at all. |
|
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* Will be NULL on error. |
|
182 |
*/ |
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183 |
const char *output; |
|
184 |
||
185 |
/* |
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* 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 |
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* even though that null char isn't included in output_len), but profiles |
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* that do binary output may not be text at all. Will be 0 on error. |
46 | 190 |
*/ |
191 |
int output_len; |
|
192 |
||
193 |
/* |
|
194 |
* Count of Direct3D instructions we parsed. This is meaningless in terms |
|
195 |
* of the actual output, as the profile will probably grow or reduce |
|
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* the count (or for high-level languages, not have that information at |
|
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* all), but it can give you a rough idea of the size of your shader. |
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* Will be zero on error. |
|
199 |
*/ |
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int instruction_count; |
|
201 |
||
202 |
/* |
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* The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error. |
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204 |
*/ |
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MOJOSHADER_shaderType shader_type; |
|
206 |
||
207 |
/* |
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* The shader's major version. If this was a "vs_3_0", this would be 3. |
|
209 |
*/ |
|
210 |
int major_ver; |
|
211 |
||
212 |
/* |
|
213 |
* The shader's minor version. If this was a "ps_1_4", this would be 4. |
|
214 |
* Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255. |
|
215 |
*/ |
|
216 |
int minor_ver; |
|
217 |
||
218 |
/* |
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* The number of elements pointed to by (uniforms). |
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*/ |
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int uniform_count; |
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222 |
|
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223 |
/* |
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* (uniform_count) elements of data that specify Uniforms to be set for |
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* 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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*/ |
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MOJOSHADER_uniform *uniforms; |
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229 |
|
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/* |
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* The number of elements pointed to by (samplers). |
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*/ |
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int sampler_count; |
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234 |
|
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235 |
/* |
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* (sampler_count) elements of data that specify Samplers to be set for |
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* this shader. See discussion on MOJOSHADER_sampler for details. |
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* This can be NULL on error or if (sampler_count) is zero. |
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|
239 |
*/ |
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240 |
MOJOSHADER_sampler *samplers; |
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|
241 |
|
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|
242 |
/* |
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|
243 |
* The number of elements pointed to by (attributes). |
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244 |
*/ |
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245 |
int attribute_count; |
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|
246 |
|
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|
247 |
/* |
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|
248 |
* (attribute_count) elements of data that specify Attributes to be set |
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249 |
* for this shader. See discussion on MOJOSHADER_attribute for details. |
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250 |
* This can be NULL on error or if (attribute_count) is zero. |
100
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|
251 |
*/ |
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|
252 |
MOJOSHADER_attribute *attributes; |
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|
253 |
|
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|
254 |
/* |
46 | 255 |
* This is the malloc implementation you passed to MOJOSHADER_parse(). |
256 |
*/ |
|
257 |
MOJOSHADER_malloc malloc; |
|
258 |
||
259 |
/* |
|
260 |
* This is the free implementation you passed to MOJOSHADER_parse(). |
|
261 |
*/ |
|
262 |
MOJOSHADER_free free; |
|
97
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|
263 |
|
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Allow instance data to be passed to the allocator.
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|
264 |
/* |
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|
265 |
* This is the pointer you passed as opaque data for your allocator. |
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|
266 |
*/ |
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|
267 |
void *malloc_data; |
46 | 268 |
} MOJOSHADER_parseData; |
269 |
||
270 |
||
271 |
/* |
|
272 |
* Profile string for Direct3D assembly language output. |
|
273 |
*/ |
|
274 |
#define MOJOSHADER_PROFILE_D3D "d3d" |
|
275 |
||
276 |
/* |
|
109
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|
277 |
* Profile string for passthrough of the original bytecode, unchanged. |
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Added "passthrough" profile, which just sends the bytecode through unchanged;
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|
278 |
*/ |
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Added "passthrough" profile, which just sends the bytecode through unchanged;
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|
279 |
#define MOJOSHADER_PROFILE_PASSTHROUGH "passthrough" |
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Added "passthrough" profile, which just sends the bytecode through unchanged;
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|
280 |
|
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Added "passthrough" profile, which just sends the bytecode through unchanged;
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|
281 |
/* |
46 | 282 |
* Profile string for GLSL: OpenGL high-level shader language output. |
283 |
*/ |
|
284 |
#define MOJOSHADER_PROFILE_GLSL "glsl" |
|
285 |
||
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|
286 |
|
46 | 287 |
/* |
288 |
* Parse a compiled Direct3D shader's bytecode. |
|
289 |
* |
|
290 |
* This is your primary entry point into MojoShader. You need to pass it |
|
291 |
* a compiled D3D shader and tell it which "profile" you want to use to |
|
292 |
* convert it into useful data. |
|
293 |
* |
|
294 |
* The available profiles are the set of MOJOSHADER_PROFILE_* defines. |
|
295 |
* Note that MojoShader may be built without support for all listed |
|
296 |
* profiles (in which case using one here will return with an error). |
|
297 |
* |
|
298 |
* As parsing requires some memory to be allocated, you may provide a custom |
|
299 |
* allocator to this function, which will be used to allocate/free memory. |
|
300 |
* They function just like malloc() and free(). We do not use realloc(). |
|
97
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|
301 |
* If you don't care, pass NULL in for the allocator functions. If your |
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Allow instance data to be passed to the allocator.
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|
302 |
* allocator needs instance-specific data, you may supply it with the |
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|
303 |
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions. |
46 | 304 |
* |
97
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|
305 |
* This function returns a MOJOSHADER_parseData. |
46 | 306 |
* |
307 |
* This function will never return NULL, even if the system is completely |
|
308 |
* out of memory upon entry (in which case, this function returns a static |
|
309 |
* MOJOSHADER_parseData object, which is still safe to pass to |
|
310 |
* MOJOSHADER_freeParseData()). |
|
311 |
* |
|
187
1c709f65cf1b
Store profile string in MOJOSHADER_parseData.
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changeset
|
312 |
* This function is thread safe, so long as (m) and (f) are too, and that |
46 | 313 |
* (tokenbuf) remains intact for the duration of the call. This allows you |
314 |
* to parse several shaders on separate CPU cores at the same time. |
|
315 |
*/ |
|
316 |
const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile, |
|
317 |
const unsigned char *tokenbuf, |
|
318 |
const unsigned int bufsize, |
|
319 |
MOJOSHADER_malloc m, |
|
97
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|
320 |
MOJOSHADER_free f, |
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Allow instance data to be passed to the allocator.
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|
321 |
void *d); |
46 | 322 |
|
323 |
/* |
|
324 |
* Call this to dispose of parsing results when you are done with them. |
|
325 |
* This will call the MOJOSHADER_free function you provided to |
|
326 |
* MOJOSHADER_parse multiple times, if you provided one. |
|
327 |
* Passing a NULL here is a safe no-op. |
|
328 |
* |
|
329 |
* This function is thread safe, so long as any allocator you passed into |
|
330 |
* MOJOSHADER_parse() is, too. |
|
331 |
*/ |
|
332 |
void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data); |
|
7 | 333 |
|
196
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Initial API proposal for OpenGL glue.
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changeset
|
334 |
|
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Initial API proposal for OpenGL glue.
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diff
changeset
|
335 |
/* |
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Initial API proposal for OpenGL glue.
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diff
changeset
|
336 |
* Prepare MojoShader to manage OpenGL shaders. |
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Initial API proposal for OpenGL glue.
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190
diff
changeset
|
337 |
* |
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Initial API proposal for OpenGL glue.
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diff
changeset
|
338 |
* You do not need to call this if all you want is MOJOSHADER_parse(). |
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Initial API proposal for OpenGL glue.
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diff
changeset
|
339 |
* |
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Initial API proposal for OpenGL glue.
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changeset
|
340 |
* You must call this once AFTER you have successfully built your GL context |
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Initial API proposal for OpenGL glue.
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changeset
|
341 |
* and made it current. This function will lookup the GL functions it needs |
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Initial API proposal for OpenGL glue.
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190
diff
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|
342 |
* through the callback you supply, after which it may call them at any time |
211
e4587c44661f
Minor clarification in MOJOSHADER_glInit() documentation.
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diff
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|
343 |
* up until you call MOJOSHADER_glDeinit(). The lookup function is neither |
e4587c44661f
Minor clarification in MOJOSHADER_glInit() documentation.
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201
diff
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|
344 |
* stored nor used by MojoShader after this function returns. |
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* |
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* (profile) is an OpenGL-specific MojoShader profile, which decides how |
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* Direct3D bytecode shaders get turned into OpenGL programs, and how they |
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* are fed to the GL. |
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* |
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* (lookup) is a callback that is used to load GL entry points. This callback |
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* has to look up base GL functions and extension entry points. |
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* |
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* As MojoShader requires some memory to be allocated, you may provide a |
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* custom allocator to this function, which will be used to allocate/free |
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* memory. They function just like malloc() and free(). We do not use |
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* realloc(). If you don't care, pass NULL in for the allocator functions. |
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* If your allocator needs instance-specific data, you may supply it with the |
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* (d) parameter. This pointer is passed as-is to your (m) and (f) functions. |
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* |
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* Returns zero on error, non-zero on success. |
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* |
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* This call is NOT thread safe! It must return success before you may call |
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* any other MOJOSHADER_gl* function. Also, as most OpenGL implementations |
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* are not thread safe, you should probably only call this from the same |
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* thread that created the GL context. |
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*/ |
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int MOJOSHADER_glInit(const char *profile, |
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void *(*lookup)(const char *fnname), |
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MOJOSHADER_malloc m, MOJOSHADER_free f, void *d); |
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217 | 371 |
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/* |
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* "Shaders" refer to individual vertex or pixel programs, and are created |
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* by "compiling" Direct3D shader bytecode. A vertex and pixel shader are |
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* "linked" into a "Program" before you can use them to render. |
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* |
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* To the calling application, these are opaque handles. |
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*/ |
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typedef struct MOJOSHADER_glShader MOJOSHADER_glShader; |
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typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram; |
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|
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/* |
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* Compile a buffer of Direct3D shader bytecode into an OpenGL shader. |
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* You still need to link the shader before you may render with it. |
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* |
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* (tokenbuf) is a buffer of Direct3D shader bytecode. |
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* (bufsize) is the size, in bytes, of the bytecode buffer. |
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* |
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* Returns NULL on error, or a shader handle on success. |
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* |
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* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
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* safe, you should probably only call this from the same thread that created |
|
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* the GL context. |
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*/ |
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MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf, |
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const unsigned int bufsize); |
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|
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/* |
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* Link a vertex and pixel shader into an OpenGL program. |
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* (vshader) or (pshader) can be NULL, to specify that the GL should use the |
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* fixed-function pipeline instead of the programmable pipeline for that |
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* portion of the work. You can reuse shaders in various combinations across |
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* multiple programs, by relinking different pairs. |
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* |
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* It is illegal to give a vertex shader for (pshader) or a pixel shader |
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* for (vshader). |
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* |
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* Once you have successfully linked a program, you may render with it. |
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* |
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* Returns NULL on error, or a program handle on success. |
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* |
412 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
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* safe, you should probably only call this from the same thread that created |
|
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* the GL context. |
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*/ |
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MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader, |
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MOJOSHADER_glShader *pshader); |
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/* |
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* This binds the program (using, for example, glUseProgramObjectARB()), and |
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* disables all the client-side arrays so we can reset them with new values |
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* if appropriate. |
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* |
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* Call with NULL to disable the programmable pipeline and all enabled |
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* client-side arrays. |
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* |
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* After binding a program, you should update any uniforms you care about |
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* with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays |
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* you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call |
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* MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may |
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* begin drawing through standard GL entry points. |
217 | 432 |
* |
433 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
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* safe, you should probably only call this from the same thread that created |
|
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* the GL context. |
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*/ |
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void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program); |
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|
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|
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/* |
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* Set a floating-point uniform value (what Direct3D calls a "constant"). |
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* |
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* There is a single array of 4-float "registers" shared by all vertex shaders. |
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* This is the "c" register file in Direct3D (c0, c1, c2, etc...) |
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* MojoShader will take care of synchronizing this internal array with the |
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* appropriate variables in the GL shaders. |
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* |
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* (idx) is the index into the internal array: 0 is the first four floats, |
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* 1 is the next four, etc. |
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* (data) is a pointer to (vec4count*4) floats. |
217 | 451 |
* |
452 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
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* safe, you should probably only call this from the same thread that created |
|
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* the GL context. |
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*/ |
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void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data, |
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unsigned int vec4count); |
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|
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/* |
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* Set an integer uniform value (what Direct3D calls a "constant"). |
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* |
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* There is a single array of 4-int "registers" shared by all vertex shaders. |
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* This is the "i" register file in Direct3D (i0, i1, i2, etc...) |
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* MojoShader will take care of synchronizing this internal array with the |
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* appropriate variables in the GL shaders. |
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* |
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* (idx) is the index into the internal array: 0 is the first four ints, |
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* 1 is the next four, etc. |
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* (data) is a pointer to (ivec4count*4) ints. |
217 | 470 |
* |
471 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
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* safe, you should probably only call this from the same thread that created |
|
473 |
* the GL context. |
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*/ |
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void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data, |
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unsigned int ivec4count); |
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|
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/* |
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|
479 |
* Set a boolean uniform value (what Direct3D calls a "constant"). |
5715754e5549
Initial API proposal for OpenGL glue.
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190
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changeset
|
480 |
* |
5715754e5549
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190
diff
changeset
|
481 |
* There is a single array of "registers" shared by all vertex shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
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changeset
|
482 |
* This is the "b" register file in Direct3D (b0, b1, b2, etc...) |
5715754e5549
Initial API proposal for OpenGL glue.
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|
483 |
* MojoShader will take care of synchronizing this internal array with the |
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Initial API proposal for OpenGL glue.
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changeset
|
484 |
* appropriate variables in the GL shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
485 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
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190
diff
changeset
|
486 |
* Unlike the float and int counterparts, booleans are single values, not |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
487 |
* four-element vectors...so idx==1 is the second boolean in the internal |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
488 |
* array, not the fifth. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
489 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
490 |
* Non-zero values are considered "true" and zero is considered "false". |
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
491 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
492 |
* (idx) is the index into the internal array. |
5715754e5549
Initial API proposal for OpenGL glue.
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diff
changeset
|
493 |
* (data) is a pointer to (bcount) ints. |
217 | 494 |
* |
495 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
496 |
* safe, you should probably only call this from the same thread that created |
|
497 |
* the GL context. |
|
196
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Initial API proposal for OpenGL glue.
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changeset
|
498 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
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190
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changeset
|
499 |
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data, |
5715754e5549
Initial API proposal for OpenGL glue.
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|
500 |
unsigned int bcount); |
5715754e5549
Initial API proposal for OpenGL glue.
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190
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changeset
|
501 |
|
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
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changeset
|
502 |
/* |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
503 |
* The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
504 |
* shaders. Other than using a different internal array that is specific |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
505 |
* to pixel shaders, this functions just like its vertex array equivalent. |
217 | 506 |
* |
507 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
508 |
* safe, you should probably only call this from the same thread that created |
|
509 |
* the GL context. |
|
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
510 |
*/ |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
511 |
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data, |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
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changeset
|
512 |
unsigned int vec4count); |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
513 |
|
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
514 |
/* |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
515 |
* The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
516 |
* shaders. Other than using a different internal array that is specific |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
517 |
* to pixel shaders, this functions just like its vertex array equivalent. |
217 | 518 |
* |
519 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
520 |
* safe, you should probably only call this from the same thread that created |
|
521 |
* the GL context. |
|
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
522 |
*/ |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
523 |
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data, |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
524 |
unsigned int ivec4count); |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
525 |
|
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
526 |
/* |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
527 |
* The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
528 |
* shaders. Other than using a different internal array that is specific |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
529 |
* to pixel shaders, this functions just like its vertex array equivalent. |
217 | 530 |
* |
531 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
532 |
* safe, you should probably only call this from the same thread that created |
|
533 |
* the GL context. |
|
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
534 |
*/ |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
535 |
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data, |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
536 |
unsigned int bcount); |
196
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Initial API proposal for OpenGL glue.
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parents:
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changeset
|
537 |
|
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
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changeset
|
538 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
539 |
* Connect a client-side array to the currently-bound program. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
540 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
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190
diff
changeset
|
541 |
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
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changeset
|
542 |
* be MOJOSHADER_USAGE_COLOR and 1. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
543 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
544 |
* The caller should bind VBOs before this call and treat (ptr) as an offset, |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
545 |
* if appropriate. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
546 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
547 |
* MojoShader will figure out where to plug this stream into the |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
548 |
* currently-bound program, and enable the appropriate client-side array. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
549 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
550 |
* (size), (type), (normalized), (stride), and (ptr) correspond to |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
551 |
* glVertexAttribPointer()'s parameters (in most cases, these get passed |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
552 |
* unmolested to that very entry point during this function). |
217 | 553 |
* |
554 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
555 |
* safe, you should probably only call this from the same thread that created |
|
556 |
* the GL context. |
|
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
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changeset
|
557 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
558 |
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage, |
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
559 |
int index, unsigned int size, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
560 |
MOJOSHADER_attributeType type, |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
561 |
int normalized, unsigned int stride, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
562 |
const void *ptr); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
563 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
564 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
565 |
* Inform MojoShader that it should commit any pending state to the GL. This |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
566 |
* must be called after you bind a program and update any inputs, right |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
567 |
* before you start drawing, so any outstanding changes made to the shared |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
568 |
* constants array (etc) can propagate to the shader during this call. |
217 | 569 |
* |
570 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
571 |
* safe, you should probably only call this from the same thread that created |
|
572 |
* the GL context. |
|
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
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changeset
|
573 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
574 |
void MOJOSHADER_glProgramReady(void); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
575 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
576 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
577 |
* Free the resources of a linked program. This will delete the GL object |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
578 |
* and free memory. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
579 |
* |
197 | 580 |
* If the program is currently bound by MOJOSHADER_glBindProgram(), it will |
581 |
* be deleted as soon as it becomes unbound. |
|
217 | 582 |
* |
583 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
584 |
* safe, you should probably only call this from the same thread that created |
|
585 |
* the GL context. |
|
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
586 |
*/ |
199
03463c4621ad
Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents:
198
diff
changeset
|
587 |
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program); |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
588 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
589 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
590 |
* Free the resources of a compiled shader. This will delete the GL object |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
591 |
* and free memory. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
592 |
* |
197 | 593 |
* If the shader is currently referenced by a linked program, it will |
594 |
* be deleted as soon as all referencing programs are deleted, too. |
|
217 | 595 |
* |
596 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
597 |
* safe, you should probably only call this from the same thread that created |
|
598 |
* the GL context. |
|
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
599 |
*/ |
199
03463c4621ad
Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents:
198
diff
changeset
|
600 |
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader); |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
601 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
602 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
603 |
* Deinitialize MojoShader's OpenGL shader management. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
604 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
605 |
* You must call this once, while your GL context is still current, if you |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
606 |
* previously had a successful call to MOJOSHADER_glInit(). This should |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
607 |
* be the last MOJOSHADER_gl* function you call until you've initialized |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
608 |
* again. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
609 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
610 |
* This will clean up resources previously allocated, and may call into the GL. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
611 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
612 |
* This will not clean up shaders and programs you created! Please call |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
613 |
* MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
614 |
* those up before calling this function! |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
615 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
616 |
* This call is NOT thread safe! There must not be any other MOJOSHADER_gl* |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
617 |
* functions running when this is called. Also, as most OpenGL implementations |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
618 |
* are not thread safe, you should probably only call this from the same |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
619 |
* thread that created the GL context. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
620 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
621 |
void MOJOSHADER_glDeinit(void); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
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190
diff
changeset
|
622 |
|
7 | 623 |
#ifdef __cplusplus |
624 |
} |
|
625 |
#endif |
|
626 |
||
627 |
#endif /* include-once blocker. */ |
|
628 |
||
35 | 629 |
/* end of mojoshader.h ... */ |
7 | 630 |