author | Ryan C. Gordon <icculus@icculus.org> |
Mon, 05 May 2008 02:50:19 -0400 | |
branch | trunk |
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parent 278 | 5c432d216078 |
child 284 | ea52f9707795 |
permissions | -rw-r--r-- |
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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_UNKNOWN = -1, /* housekeeping; not returned. */ |
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MOJOSHADER_ATTRIBUTE_BYTE, |
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MOJOSHADER_ATTRIBUTE_UBYTE, |
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MOJOSHADER_ATTRIBUTE_SHORT, |
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MOJOSHADER_ATTRIBUTE_USHORT, |
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MOJOSHADER_ATTRIBUTE_INT, |
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MOJOSHADER_ATTRIBUTE_UINT, |
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MOJOSHADER_ATTRIBUTE_FLOAT, |
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MOJOSHADER_ATTRIBUTE_DOUBLE, |
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MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */ |
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} MOJOSHADER_attributeType; |
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/* |
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* Data types for uniforms. See MOJOSHADER_uniform for more information. |
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*/ |
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typedef enum |
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{ |
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MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */ |
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MOJOSHADER_UNIFORM_FLOAT, |
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MOJOSHADER_UNIFORM_INT, |
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MOJOSHADER_UNIFORM_BOOL, |
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} MOJOSHADER_uniformType; |
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/* |
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* These are the uniforms to be set for a shader. "Uniforms" are what Direct3D |
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* calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would |
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* need this data, for example. These integers are register indexes. So if |
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* index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a |
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* 4-float vector to be specified for what would be register "c6" in D3D |
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* assembly language, before drawing with the shader. |
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* (array_count) means this is an array of uniforms...this happens in some |
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* profiles when we see a relative address ("c0[a0.x]", not the usual "c0"). |
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* In those cases, the shader was built to set some range of constant |
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* registers as an array. You should set this array with (array_count) |
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* elements from the constant register file, starting at (index) instead of |
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* just a single uniform. To be extra difficult, you'll need to fill in the |
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* correct values from the MOJOSHADER_constant data into the appropriate |
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* parts of the array, overriding the constant register file. Fun! |
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* (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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int array_count; |
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const char *name; |
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} MOJOSHADER_uniform; |
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/* |
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* These are the constants defined in a shader. These are data values |
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* hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which |
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* override your Uniforms. This data is largely for informational purposes, |
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* since they are compiled in and can't be changed, like Uniforms can be. |
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* These integers are register indexes. So if index==6 and |
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* type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector |
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* to be specified for what would be register "c6" in D3D assembly language, |
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* before drawing with the shader. |
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* (value) is the value of the constant, unioned by type. |
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*/ |
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typedef struct |
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{ |
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MOJOSHADER_uniformType type; |
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int index; |
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union |
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{ |
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float f[4]; /* if type==MOJOSHADER_UNIFORM_FLOAT */ |
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int i[4]; /* if type==MOJOSHADER_UNIFORM_INT */ |
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int b; /* if type==MOJOSHADER_UNIFORM_BOOL */ |
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} value; |
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} MOJOSHADER_constant; |
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/* |
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* Data types for samplers. See MOJOSHADER_sampler for more information. |
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*/ |
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typedef enum |
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{ |
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MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */ |
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MOJOSHADER_SAMPLER_2D, |
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MOJOSHADER_SAMPLER_CUBE, |
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MOJOSHADER_SAMPLER_VOLUME, |
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} MOJOSHADER_samplerType; |
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/* |
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* These are the samplers to be set for a shader. ... |
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* IDirect3DDevice::SetTexture() would need this data, for example. |
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* These integers are the sampler "stage". So if index==6 and |
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* type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture |
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* to be specified for what would be register "s6" in D3D assembly language, |
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* before drawing with the shader. |
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* (name) is a profile-specific variable name; it may be NULL if it isn't |
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* applicable to the requested profile. |
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*/ |
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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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/* |
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* Data types for attributes. See MOJOSHADER_attribute for more information. |
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*/ |
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typedef enum |
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{ |
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MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */ |
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MOJOSHADER_USAGE_POSITION, |
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MOJOSHADER_USAGE_BLENDWEIGHT, |
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MOJOSHADER_USAGE_BLENDINDICES, |
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MOJOSHADER_USAGE_NORMAL, |
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MOJOSHADER_USAGE_POINTSIZE, |
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MOJOSHADER_USAGE_TEXCOORD, |
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MOJOSHADER_USAGE_TANGENT, |
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MOJOSHADER_USAGE_BINORMAL, |
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MOJOSHADER_USAGE_TESSFACTOR, |
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MOJOSHADER_USAGE_POSITIONT, |
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MOJOSHADER_USAGE_COLOR, |
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MOJOSHADER_USAGE_FOG, |
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MOJOSHADER_USAGE_DEPTH, |
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MOJOSHADER_USAGE_SAMPLE, |
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MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */ |
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} MOJOSHADER_usage; |
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|
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/* |
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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 | 197 |
|
198 |
/* |
|
199 |
* Structure used to return data from parsing of a shader... |
|
200 |
*/ |
|
201 |
typedef struct |
|
202 |
{ |
|
203 |
/* |
|
204 |
* Human-readable error, if there is one. Will be NULL if there was no |
|
205 |
* error. The string will be UTF-8 encoded, and English only. Most of |
|
206 |
* these shouldn't be shown to the end-user anyhow. |
|
207 |
*/ |
|
208 |
const char *error; |
|
209 |
||
210 |
/* |
|
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* The name of the profile used to parse the shader. Will be NULL on error. |
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212 |
*/ |
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213 |
const char *profile; |
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|
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215 |
/* |
46 | 216 |
* Bytes of output from parsing. Most profiles produce a string of source |
217 |
* code, but profiles that do binary output may not be text at all. |
|
218 |
* Will be NULL on error. |
|
219 |
*/ |
|
220 |
const char *output; |
|
221 |
||
222 |
/* |
|
223 |
* Byte count for output, not counting any null terminator. Most profiles |
|
113
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224 |
* produce an ASCII string of source code (which will be null-terminated |
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|
225 |
* even though that null char isn't included in output_len), but profiles |
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|
226 |
* that do binary output may not be text at all. Will be 0 on error. |
46 | 227 |
*/ |
228 |
int output_len; |
|
229 |
||
230 |
/* |
|
231 |
* Count of Direct3D instructions we parsed. This is meaningless in terms |
|
232 |
* of the actual output, as the profile will probably grow or reduce |
|
233 |
* the count (or for high-level languages, not have that information at |
|
234 |
* all), but it can give you a rough idea of the size of your shader. |
|
235 |
* Will be zero on error. |
|
236 |
*/ |
|
237 |
int instruction_count; |
|
238 |
||
239 |
/* |
|
240 |
* The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error. |
|
241 |
*/ |
|
242 |
MOJOSHADER_shaderType shader_type; |
|
243 |
||
244 |
/* |
|
245 |
* The shader's major version. If this was a "vs_3_0", this would be 3. |
|
246 |
*/ |
|
247 |
int major_ver; |
|
248 |
||
249 |
/* |
|
250 |
* The shader's minor version. If this was a "ps_1_4", this would be 4. |
|
251 |
* Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255. |
|
252 |
*/ |
|
253 |
int minor_ver; |
|
254 |
||
255 |
/* |
|
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|
256 |
* The number of elements pointed to by (uniforms). |
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|
257 |
*/ |
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Implemented foundation for reporting uniforms to calling app.
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|
258 |
int uniform_count; |
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Implemented foundation for reporting uniforms to calling app.
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|
259 |
|
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|
260 |
/* |
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|
261 |
* (uniform_count) elements of data that specify Uniforms to be set for |
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|
262 |
* this shader. See discussion on MOJOSHADER_uniform for details. |
145
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263 |
* This can be NULL on error or if (uniform_count) is zero. |
92
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Implemented foundation for reporting uniforms to calling app.
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|
264 |
*/ |
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Implemented foundation for reporting uniforms to calling app.
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|
265 |
MOJOSHADER_uniform *uniforms; |
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|
266 |
|
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267 |
/* |
278
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* The number of elements pointed to by (constants). |
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|
269 |
*/ |
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|
270 |
int constant_count; |
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|
271 |
|
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|
272 |
/* |
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|
273 |
* (constant_count) elements of data that specify constants used in |
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|
274 |
* this shader. See discussion on MOJOSHADER_constant for details. |
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|
275 |
* This can be NULL on error or if (constant_count) is zero. |
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|
276 |
* This is largely informational: constants are hardcoded into a shader. |
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|
277 |
* The constants that you can set like parameters are in the "uniforms" |
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|
278 |
* list. |
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Report hardcoded constants in MOJOSHADER_parseData.
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|
279 |
*/ |
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|
280 |
MOJOSHADER_constant *constants; |
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|
281 |
|
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|
282 |
/* |
148
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|
283 |
* The number of elements pointed to by (samplers). |
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|
284 |
*/ |
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|
285 |
int sampler_count; |
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|
286 |
|
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Hopefully sorted out the reported uniform/attribute mess.
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|
287 |
/* |
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|
288 |
* (sampler_count) elements of data that specify Samplers to be set for |
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|
289 |
* this shader. See discussion on MOJOSHADER_sampler for details. |
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|
290 |
* This can be NULL on error or if (sampler_count) is zero. |
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Hopefully sorted out the reported uniform/attribute mess.
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|
291 |
*/ |
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|
292 |
MOJOSHADER_sampler *samplers; |
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|
293 |
|
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|
294 |
/* |
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|
295 |
* The number of elements pointed to by (attributes). |
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|
296 |
*/ |
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int attribute_count; |
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|
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/* |
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* (attribute_count) elements of data that specify Attributes to be set |
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* 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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*/ |
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MOJOSHADER_attribute *attributes; |
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305 |
|
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/* |
46 | 307 |
* This is the malloc implementation you passed to MOJOSHADER_parse(). |
308 |
*/ |
|
309 |
MOJOSHADER_malloc malloc; |
|
310 |
||
311 |
/* |
|
312 |
* This is the free implementation you passed to MOJOSHADER_parse(). |
|
313 |
*/ |
|
314 |
MOJOSHADER_free free; |
|
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|
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/* |
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* This is the pointer you passed as opaque data for your allocator. |
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*/ |
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void *malloc_data; |
46 | 320 |
} MOJOSHADER_parseData; |
321 |
||
322 |
||
323 |
/* |
|
324 |
* Profile string for Direct3D assembly language output. |
|
325 |
*/ |
|
326 |
#define MOJOSHADER_PROFILE_D3D "d3d" |
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327 |
||
328 |
/* |
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* Profile string for passthrough of the original bytecode, unchanged. |
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*/ |
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#define MOJOSHADER_PROFILE_PASSTHROUGH "passthrough" |
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332 |
|
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/* |
46 | 334 |
* Profile string for GLSL: OpenGL high-level shader language output. |
335 |
*/ |
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336 |
#define MOJOSHADER_PROFILE_GLSL "glsl" |
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||
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|
46 | 339 |
/* |
340 |
* Parse a compiled Direct3D shader's bytecode. |
|
341 |
* |
|
342 |
* This is your primary entry point into MojoShader. You need to pass it |
|
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* a compiled D3D shader and tell it which "profile" you want to use to |
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* convert it into useful data. |
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* |
|
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* The available profiles are the set of MOJOSHADER_PROFILE_* defines. |
|
347 |
* Note that MojoShader may be built without support for all listed |
|
348 |
* profiles (in which case using one here will return with an error). |
|
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* |
|
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* As parsing requires some memory to be allocated, you may provide a custom |
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* allocator to this function, which will be used to allocate/free memory. |
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* 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 |
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* 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. |
46 | 356 |
* |
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* This function returns a MOJOSHADER_parseData. |
46 | 358 |
* |
359 |
* This function will never return NULL, even if the system is completely |
|
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* out of memory upon entry (in which case, this function returns a static |
|
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* MOJOSHADER_parseData object, which is still safe to pass to |
|
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* MOJOSHADER_freeParseData()). |
|
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* |
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* This function is thread safe, so long as (m) and (f) are too, and that |
46 | 365 |
* (tokenbuf) remains intact for the duration of the call. This allows you |
366 |
* to parse several shaders on separate CPU cores at the same time. |
|
367 |
*/ |
|
368 |
const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile, |
|
369 |
const unsigned char *tokenbuf, |
|
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const unsigned int bufsize, |
|
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MOJOSHADER_malloc m, |
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MOJOSHADER_free f, |
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void *d); |
46 | 374 |
|
375 |
/* |
|
376 |
* Call this to dispose of parsing results when you are done with them. |
|
377 |
* This will call the MOJOSHADER_free function you provided to |
|
378 |
* MOJOSHADER_parse multiple times, if you provided one. |
|
379 |
* Passing a NULL here is a safe no-op. |
|
380 |
* |
|
381 |
* This function is thread safe, so long as any allocator you passed into |
|
382 |
* MOJOSHADER_parse() is, too. |
|
383 |
*/ |
|
384 |
void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data); |
|
7 | 385 |
|
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386 |
|
218 | 387 |
|
388 |
||
389 |
/* OpenGL interface... */ |
|
390 |
||
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391 |
/* |
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392 |
* "Contexts" map to OpenGL contexts...you need one per window, or whatever, |
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* and need to inform MojoShader when you make a new one current. |
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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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398 |
* |
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|
399 |
* To the calling application, these are all opaque handles. |
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400 |
*/ |
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401 |
typedef struct MOJOSHADER_glContext MOJOSHADER_glContext; |
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402 |
typedef struct MOJOSHADER_glShader MOJOSHADER_glShader; |
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403 |
typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram; |
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|
404 |
|
262
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|
405 |
|
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|
406 |
/* |
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|
407 |
* Determine the best profile to use for the current system. |
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|
408 |
* |
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|
409 |
* You do not need to call this if all you want is MOJOSHADER_parse(). |
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|
410 |
* |
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|
411 |
* You can only call this AFTER you have successfully built your GL context |
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|
412 |
* and made it current. This function will lookup the GL functions it needs |
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|
413 |
* through the callback you supply. The lookup function is neither stored nor |
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Implemented MOJOSHADER_glBestProfile().
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|
414 |
* used by MojoShader after this function returns, nor are the functions it |
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|
415 |
* might look up. |
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Implemented MOJOSHADER_glBestProfile().
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|
416 |
* |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
417 |
* Returns the name of the "best" profile on success, NULL if none of the |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
418 |
* available profiles will work on this system. "Best" is a relative term, |
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Implemented MOJOSHADER_glBestProfile().
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|
419 |
* but it generally means the best trade off between feature set and |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
420 |
* performance. The selection algorithm may be arbitrary and complex. |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
421 |
* |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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changeset
|
422 |
* The returned value is an internal static string, and should not be free()'d |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
423 |
* by the caller. If you get a NULL, calling MOJOSHADER_glGetError() might |
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Implemented MOJOSHADER_glBestProfile().
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|
424 |
* shed some light on why. |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
425 |
* |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
426 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
427 |
* safe, you should probably only call this from the same thread that created |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
428 |
* the GL context. |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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|
429 |
*/ |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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245
diff
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|
430 |
const char *MOJOSHADER_glBestProfile(void *(*lookup)(const char *fnname)); |
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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245
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|
431 |
|
0f1531ac2578
Implemented MOJOSHADER_glBestProfile().
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245
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changeset
|
432 |
|
237
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|
433 |
/* |
196
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|
434 |
* Prepare MojoShader to manage OpenGL shaders. |
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|
435 |
* |
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Initial API proposal for OpenGL glue.
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|
436 |
* 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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|
437 |
* |
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|
438 |
* You must call this once AFTER you have successfully built your GL context |
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|
439 |
* and made it current. This function will lookup the GL functions it needs |
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|
440 |
* through the callback you supply, after which it may call them at any time |
238
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Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
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|
441 |
* up until you call MOJOSHADER_glDestroyContext(). The lookup function is |
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Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
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|
442 |
* neither stored nor used by MojoShader after this function returns. |
196
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Initial API proposal for OpenGL glue.
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|
443 |
* |
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Initial API proposal for OpenGL glue.
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|
444 |
* (profile) is an OpenGL-specific MojoShader profile, which decides how |
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Initial API proposal for OpenGL glue.
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|
445 |
* Direct3D bytecode shaders get turned into OpenGL programs, and how they |
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Initial API proposal for OpenGL glue.
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|
446 |
* are fed to the GL. |
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Initial API proposal for OpenGL glue.
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changeset
|
447 |
* |
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Initial API proposal for OpenGL glue.
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|
448 |
* (lookup) is a callback that is used to load GL entry points. This callback |
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|
449 |
* has to look up base GL functions and extension entry points. |
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Initial API proposal for OpenGL glue.
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|
450 |
* |
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|
451 |
* As MojoShader requires some memory to be allocated, you may provide a |
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|
452 |
* custom allocator to this function, which will be used to allocate/free |
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|
453 |
* memory. They function just like malloc() and free(). We do not use |
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Initial API proposal for OpenGL glue.
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|
454 |
* realloc(). If you don't care, pass NULL in for the allocator functions. |
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Initial API proposal for OpenGL glue.
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|
455 |
* If your allocator needs instance-specific data, you may supply it with the |
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|
456 |
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions. |
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|
457 |
* |
237
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|
458 |
* Returns a new context on success, NULL on error. If you get a new context, |
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* you need to make it current before using it with |
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* MOJOSHADER_glMakeContextCurrent(). |
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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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466 |
*/ |
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467 |
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile, |
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void *(*lookup)(const char *fnname), |
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469 |
MOJOSHADER_malloc m, MOJOSHADER_free f, |
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void *d); |
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471 |
|
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472 |
/* |
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473 |
* You must call this before using the context that you got from |
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474 |
* MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL |
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* context. |
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476 |
* |
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477 |
* You can only have one MOJOSHADER_glContext per actual GL context, or |
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* undefined behaviour will result. |
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479 |
* |
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480 |
* It is legal to call this with a NULL pointer to make no context current, |
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481 |
* but you need a valid context to be current to use most of MojoShader. |
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482 |
*/ |
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483 |
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *ctx); |
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|
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485 |
/* |
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|
486 |
* Get any error state we might have picked up. MojoShader will NOT call |
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487 |
* glGetError() internally, but there are other errors we can pick up, |
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488 |
* such as failed shader compilation, etc. |
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489 |
* |
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|
490 |
* Returns a human-readable string. This string is for debugging purposes, and |
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491 |
* not guaranteed to be localized, coherent, or user-friendly in any way. |
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492 |
* It's for programmers! |
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493 |
* |
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|
494 |
* The latest error may remain between calls. New errors replace any existing |
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495 |
* error. Don't check this string for a sign that an error happened, check |
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496 |
* return codes instead and use this for explanation when debugging. |
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|
497 |
* |
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498 |
* Do not free the returned string: it's a pointer to a static internal |
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499 |
* buffer. Do not keep the pointer around, either, as it's likely to become |
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500 |
* invalid as soon as you call into MojoShader again. |
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|
501 |
* |
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|
502 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
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|
503 |
* safe, you should probably only call this from the same thread that created |
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504 |
* the GL context. |
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505 |
* |
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506 |
* This call does NOT require a valid MOJOSHADER_glContext to have been made |
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|
507 |
* current. The error buffer is shared between contexts, so you can get |
238
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|
508 |
* error results from a failed MOJOSHADER_glCreateContext(). |
219
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|
509 |
*/ |
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|
510 |
const char *MOJOSHADER_glGetError(void); |
217 | 511 |
|
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512 |
/* |
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|
513 |
* Get the maximum uniforms a shader can support for the current GL context, |
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|
514 |
* MojoShader profile, and shader type. You can use this to make decisions |
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515 |
* about what shaders you want to use (for example, a less complicated |
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|
516 |
* shader may be swapped in for lower-end systems). |
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|
517 |
* |
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|
518 |
* Returns the number, or -1 on error. |
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Added MOJOSHADER_glMaxUniforms().
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|
519 |
* |
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|
520 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
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Added MOJOSHADER_glMaxUniforms().
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|
521 |
* safe, you should probably only call this from the same thread that created |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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changeset
|
522 |
* the GL context. |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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changeset
|
523 |
* |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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changeset
|
524 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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|
525 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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changeset
|
526 |
*/ |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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changeset
|
527 |
int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type); |
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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changeset
|
528 |
|
1d7437469c94
Added MOJOSHADER_glMaxUniforms().
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|
529 |
/* |
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|
530 |
* Compile a buffer of Direct3D shader bytecode into an OpenGL shader. |
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|
531 |
* You still need to link the shader before you may render with it. |
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|
532 |
* |
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|
533 |
* (tokenbuf) is a buffer of Direct3D shader bytecode. |
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|
534 |
* (bufsize) is the size, in bytes, of the bytecode buffer. |
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|
535 |
* |
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|
536 |
* Returns NULL on error, or a shader handle on success. |
217 | 537 |
* |
538 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
539 |
* safe, you should probably only call this from the same thread that created |
|
540 |
* the GL context. |
|
237
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|
541 |
* |
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changeset
|
542 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
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|
543 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
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OpenGL glue now allows for multiple contexts.
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changeset
|
544 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
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changeset
|
545 |
* Compiled shaders from this function may not be shared between contexts. |
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changeset
|
546 |
*/ |
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Reduced const insanity in API spec.
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|
547 |
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf, |
03463c4621ad
Reduced const insanity in API spec.
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|
548 |
const unsigned int bufsize); |
196
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changeset
|
549 |
|
245
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
550 |
|
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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|
551 |
/* |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
552 |
* Get the MOJOSHADER_parseData structure that was produced from the |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
553 |
* call to MOJOSHADER_glCompileShader(). |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
554 |
* |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
555 |
* This data is read-only, and you should NOT attempt to free it. This |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
556 |
* pointer remains valid until the shader is deleted. |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
557 |
*/ |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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changeset
|
558 |
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData( |
1f04b805a4f2
Added MOJOSHADER_glGetShaderParseData().
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|
559 |
MOJOSHADER_glShader *shader); |
196
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|
560 |
/* |
200
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Removed references to "fragment" programs in header.
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|
561 |
* Link a vertex and pixel shader into an OpenGL program. |
5085c788f769
Removed references to "fragment" programs in header.
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changeset
|
562 |
* (vshader) or (pshader) can be NULL, to specify that the GL should use the |
5085c788f769
Removed references to "fragment" programs in header.
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|
563 |
* fixed-function pipeline instead of the programmable pipeline for that |
5085c788f769
Removed references to "fragment" programs in header.
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|
564 |
* portion of the work. You can reuse shaders in various combinations across |
5085c788f769
Removed references to "fragment" programs in header.
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changeset
|
565 |
* multiple programs, by relinking different pairs. |
196
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changeset
|
566 |
* |
200
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Removed references to "fragment" programs in header.
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199
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changeset
|
567 |
* It is illegal to give a vertex shader for (pshader) or a pixel shader |
5085c788f769
Removed references to "fragment" programs in header.
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changeset
|
568 |
* for (vshader). |
196
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changeset
|
569 |
* |
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changeset
|
570 |
* Once you have successfully linked a program, you may render with it. |
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Initial API proposal for OpenGL glue.
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changeset
|
571 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
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changeset
|
572 |
* Returns NULL on error, or a program handle on success. |
217 | 573 |
* |
574 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
575 |
* safe, you should probably only call this from the same thread that created |
|
576 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
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diff
changeset
|
577 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
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parents:
236
diff
changeset
|
578 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
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parents:
236
diff
changeset
|
579 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
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parents:
236
diff
changeset
|
580 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
581 |
* Linked programs from this function may not be shared between contexts. |
196
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Initial API proposal for OpenGL glue.
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changeset
|
582 |
*/ |
200
5085c788f769
Removed references to "fragment" programs in header.
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|
583 |
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader, |
5085c788f769
Removed references to "fragment" programs in header.
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|
584 |
MOJOSHADER_glShader *pshader); |
196
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Initial API proposal for OpenGL glue.
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changeset
|
585 |
|
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
586 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
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diff
changeset
|
587 |
* This binds the program (using, for example, glUseProgramObjectARB()), and |
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Initial API proposal for OpenGL glue.
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changeset
|
588 |
* disables all the client-side arrays so we can reset them with new values |
5715754e5549
Initial API proposal for OpenGL glue.
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diff
changeset
|
589 |
* if appropriate. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
590 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
591 |
* Call with NULL to disable the programmable pipeline and all enabled |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
592 |
* client-side arrays. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
593 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
594 |
* After binding a program, you should update any uniforms you care about |
5715754e5549
Initial API proposal for OpenGL glue.
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diff
changeset
|
595 |
* with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
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diff
changeset
|
596 |
* you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call |
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
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changeset
|
597 |
* MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may |
5715754e5549
Initial API proposal for OpenGL glue.
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changeset
|
598 |
* begin drawing through standard GL entry points. |
217 | 599 |
* |
600 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
601 |
* safe, you should probably only call this from the same thread that created |
|
602 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
603 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
604 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
605 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
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190
diff
changeset
|
606 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
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190
diff
changeset
|
607 |
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program); |
5715754e5549
Initial API proposal for OpenGL glue.
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190
diff
changeset
|
608 |
|
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 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
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190
diff
changeset
|
611 |
* Set a floating-point uniform value (what Direct3D calls a "constant"). |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
612 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
613 |
* There is a single array of 4-float "registers" shared by all vertex shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
614 |
* This is the "c" register file in Direct3D (c0, c1, c2, etc...) |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
615 |
* MojoShader will take care of synchronizing this internal array with the |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
616 |
* appropriate variables in the GL shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
617 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
618 |
* (idx) is the index into the internal array: 0 is the first four floats, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
619 |
* 1 is the next four, etc. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
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diff
changeset
|
620 |
* (data) is a pointer to (vec4count*4) floats. |
217 | 621 |
* |
622 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
623 |
* safe, you should probably only call this from the same thread that created |
|
624 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
625 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
626 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
627 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
239
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
628 |
* |
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
629 |
* Uniforms are not shared between contexts. |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
630 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
631 |
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
632 |
unsigned int vec4count); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
633 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
634 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
635 |
* Set an integer uniform value (what Direct3D calls a "constant"). |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
636 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
637 |
* There is a single array of 4-int "registers" shared by all vertex shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
638 |
* This is the "i" register file in Direct3D (i0, i1, i2, etc...) |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
639 |
* MojoShader will take care of synchronizing this internal array with the |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
640 |
* appropriate variables in the GL shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
641 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
642 |
* (idx) is the index into the internal array: 0 is the first four ints, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
643 |
* 1 is the next four, etc. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
644 |
* (data) is a pointer to (ivec4count*4) ints. |
217 | 645 |
* |
646 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
647 |
* safe, you should probably only call this from the same thread that created |
|
648 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
649 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
650 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
651 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
239
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
652 |
* |
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
653 |
* Uniforms are not shared between contexts. |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
654 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
655 |
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
656 |
unsigned int ivec4count); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
657 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
658 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
659 |
* Set a boolean uniform value (what Direct3D calls a "constant"). |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
660 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
661 |
* There is a single array of "registers" shared by all vertex shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
662 |
* This is the "b" register file in Direct3D (b0, b1, b2, etc...) |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
663 |
* MojoShader will take care of synchronizing this internal array with the |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
664 |
* appropriate variables in the GL shaders. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
665 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
666 |
* Unlike the float and int counterparts, booleans are single values, not |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
667 |
* four-element vectors...so idx==1 is the second boolean in the internal |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
668 |
* array, not the fifth. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
669 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
670 |
* Non-zero values are considered "true" and zero is considered "false". |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
671 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
672 |
* (idx) is the index into the internal array. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
673 |
* (data) is a pointer to (bcount) ints. |
217 | 674 |
* |
675 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
676 |
* safe, you should probably only call this from the same thread that created |
|
677 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
678 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
679 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
680 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
239
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
681 |
* |
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
682 |
* Uniforms are not shared between contexts. |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
683 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
684 |
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
685 |
unsigned int bcount); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
686 |
|
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
687 |
/* |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
688 |
* 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
|
689 |
* 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
|
690 |
* to pixel shaders, this functions just like its vertex array equivalent. |
217 | 691 |
* |
692 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
693 |
* safe, you should probably only call this from the same thread that created |
|
694 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
695 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
696 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
697 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
239
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
698 |
* |
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
699 |
* Uniforms are not shared between contexts. |
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
700 |
*/ |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
701 |
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data, |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
702 |
unsigned int vec4count); |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
703 |
|
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
704 |
/* |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
705 |
* 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
|
706 |
* 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
|
707 |
* to pixel shaders, this functions just like its vertex array equivalent. |
217 | 708 |
* |
709 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
710 |
* safe, you should probably only call this from the same thread that created |
|
711 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
712 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
713 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
714 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
239
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
715 |
* |
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
716 |
* Uniforms are not shared between contexts. |
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
717 |
*/ |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
718 |
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
|
719 |
unsigned int ivec4count); |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
720 |
|
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
721 |
/* |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
722 |
* 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
|
723 |
* 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
|
724 |
* to pixel shaders, this functions just like its vertex array equivalent. |
217 | 725 |
* |
726 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
727 |
* safe, you should probably only call this from the same thread that created |
|
728 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
729 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
730 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
731 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
239
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
732 |
* |
9a9971a6828d
Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents:
238
diff
changeset
|
733 |
* Uniforms are not shared between contexts. |
198
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
734 |
*/ |
e69f11a7b700
Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents:
197
diff
changeset
|
735 |
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
|
736 |
unsigned int bcount); |
196
5715754e5549
Initial API proposal for OpenGL glue.
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parents:
190
diff
changeset
|
737 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
738 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
739 |
* 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
|
740 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
741 |
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
742 |
* be MOJOSHADER_USAGE_COLOR and 1. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
743 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
744 |
* The caller should bind VBOs before this call and treat (ptr) as an offset, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
745 |
* if appropriate. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
746 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
747 |
* MojoShader will figure out where to plug this stream into the |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
748 |
* 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
|
749 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
750 |
* (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
|
751 |
* 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
|
752 |
* unmolested to that very entry point during this function). |
217 | 753 |
* |
754 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
755 |
* safe, you should probably only call this from the same thread that created |
|
756 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
757 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
758 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
759 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
760 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
761 |
* Vertex attributes are not shared between contexts. |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
762 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
763 |
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
764 |
int index, unsigned int size, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
765 |
MOJOSHADER_attributeType type, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
766 |
int normalized, unsigned int stride, |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
767 |
const void *ptr); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
768 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
769 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
770 |
* 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
|
771 |
* 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
|
772 |
* 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
|
773 |
* constants array (etc) can propagate to the shader during this call. |
217 | 774 |
* |
775 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
776 |
* safe, you should probably only call this from the same thread that created |
|
777 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
778 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
779 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
780 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
781 |
*/ |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
782 |
void MOJOSHADER_glProgramReady(void); |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
783 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
784 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
785 |
* 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
|
786 |
* and free memory. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
787 |
* |
197 | 788 |
* If the program is currently bound by MOJOSHADER_glBindProgram(), it will |
789 |
* be deleted as soon as it becomes unbound. |
|
217 | 790 |
* |
791 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
792 |
* safe, you should probably only call this from the same thread that created |
|
793 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
794 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
795 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
796 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
797 |
*/ |
199
03463c4621ad
Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents:
198
diff
changeset
|
798 |
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program); |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
799 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
800 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
801 |
* 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
|
802 |
* and free memory. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
803 |
* |
197 | 804 |
* If the shader is currently referenced by a linked program, it will |
805 |
* be deleted as soon as all referencing programs are deleted, too. |
|
217 | 806 |
* |
807 |
* This call is NOT thread safe! As most OpenGL implementations are not thread |
|
808 |
* safe, you should probably only call this from the same thread that created |
|
809 |
* the GL context. |
|
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
810 |
* |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
811 |
* This call requires a valid MOJOSHADER_glContext to have been made current, |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
812 |
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent(). |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
813 |
*/ |
199
03463c4621ad
Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents:
198
diff
changeset
|
814 |
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader); |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
815 |
|
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
816 |
/* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
817 |
* Deinitialize MojoShader's OpenGL shader management. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
818 |
* |
238
e98f14da2897
Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents:
237
diff
changeset
|
819 |
* You must call this once, while your GL context (not MojoShader context) is |
e98f14da2897
Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents:
237
diff
changeset
|
820 |
* still current, if you previously had a successful call to |
e98f14da2897
Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents:
237
diff
changeset
|
821 |
* MOJOSHADER_glCreateContext(). This should be the last MOJOSHADER_gl* |
e98f14da2897
Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents:
237
diff
changeset
|
822 |
* function you call until you've prepared a context again. |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
823 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
824 |
* 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
|
825 |
* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
826 |
* 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
|
827 |
* MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
828 |
* those up before calling this function! |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
829 |
* |
237
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
830 |
* This function destroys the MOJOSHADER_glContext you pass it. If it's the |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
831 |
* current context, then no context will be current upon return. |
09f35dfc1d7e
OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents:
236
diff
changeset
|
832 |
* |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
833 |
* This call is NOT thread safe! There must not be any other MOJOSHADER_gl* |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
834 |
* 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
|
835 |
* 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
|
836 |
* thread that created the GL context. |
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
837 |
*/ |
238
e98f14da2897
Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents:
237
diff
changeset
|
838 |
void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx); |
196
5715754e5549
Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents:
190
diff
changeset
|
839 |
|
7 | 840 |
#ifdef __cplusplus |
841 |
} |
|
842 |
#endif |
|
843 |
||
844 |
#endif /* include-once blocker. */ |
|
845 |
||
35 | 846 |
/* end of mojoshader.h ... */ |
7 | 847 |