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mojoshader.h

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1150 lines (1044 loc) · 43.3 KB
 
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/**
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* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
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*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
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#ifndef __INCL_MOJOSHADER_H_
#define __INCL_MOJOSHADER_H_
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#ifdef __cplusplus
extern "C" {
#endif
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/* You can define this if you aren't generating mojoshader_version.h */
#ifndef MOJOSHADER_NO_VERSION_INCLUDE
#include "mojoshader_version.h"
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#endif
#ifndef MOJOSHADER_VERSION
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#define MOJOSHADER_VERSION -1
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#endif
#ifndef MOJOSHADER_CHANGESET
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#define MOJOSHADER_CHANGESET "???"
#endif
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/*
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* For determining the version of MojoShader you are using:
* const int compiled_against = MOJOSHADER_VERSION;
* const int linked_against = MOJOSHADER_version();
*
* The version is a single integer that increments, not a major/minor value.
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*/
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int MOJOSHADER_version(void);
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/*
* For determining the revision control changeste of MojoShader you are using:
* const const *compiled_against = MOJOSHADER_CHANGESET;
* const char *linked_against = MOJOSHADER_changeset();
*
* The version is an arbitrary, null-terminated ASCII string. It is probably
* a hash that represents a revision control changeset, and can't be
* compared to any other string to determine chronology.
*
* Do not attempt to free this string; it's statically allocated.
*/
const char *MOJOSHADER_changeset(void);
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/*
* These allocators work just like the C runtime's malloc() and free()
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* (in fact, they probably use malloc() and free() internally if you don't
* specify your own allocator, but don't rely on that behaviour).
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* (data) is the pointer you supplied when specifying these allocator
* callbacks, in case you need instance-specific data...it is passed through
* to your allocator unmolested, and can be NULL if you like.
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*/
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typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
typedef void (*MOJOSHADER_free)(void *ptr, void *data);
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/*
* These are enum values, but they also can be used in bitmasks, so we can
* test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
*/
typedef enum
{
MOJOSHADER_TYPE_UNKNOWN = 0,
MOJOSHADER_TYPE_PIXEL = (1 << 0),
MOJOSHADER_TYPE_VERTEX = (1 << 1),
MOJOSHADER_TYPE_GEOMETRY = (1 << 2), /* (not supported yet.) */
MOJOSHADER_TYPE_ANY = 0xFFFFFFFF /* used for bitmasks */
} MOJOSHADER_shaderType;
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/*
* Data types for vertex attribute streams.
*/
typedef enum
{
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MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
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MOJOSHADER_ATTRIBUTE_BYTE,
MOJOSHADER_ATTRIBUTE_UBYTE,
MOJOSHADER_ATTRIBUTE_SHORT,
MOJOSHADER_ATTRIBUTE_USHORT,
MOJOSHADER_ATTRIBUTE_INT,
MOJOSHADER_ATTRIBUTE_UINT,
MOJOSHADER_ATTRIBUTE_FLOAT,
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MOJOSHADER_ATTRIBUTE_DOUBLE,
MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
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} MOJOSHADER_attributeType;
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/*
* Data types for uniforms. See MOJOSHADER_uniform for more information.
*/
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typedef enum
{
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MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_UNIFORM_FLOAT,
MOJOSHADER_UNIFORM_INT,
MOJOSHADER_UNIFORM_BOOL,
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} MOJOSHADER_uniformType;
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/*
* These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
* calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
* need this data, for example. These integers are register indexes. So if
* index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
* 4-float vector to be specified for what would be register "c6" in D3D
* assembly language, before drawing with the shader.
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* (array_count) means this is an array of uniforms...this happens in some
* profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
* In those cases, the shader was built to set some range of constant
* registers as an array. You should set this array with (array_count)
* elements from the constant register file, starting at (index) instead of
* just a single uniform. To be extra difficult, you'll need to fill in the
* correct values from the MOJOSHADER_constant data into the appropriate
* parts of the array, overriding the constant register file. Fun!
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* (constant) says whether this is a constant array; these need to be loaded
* once at creation time, from the constant list and not ever updated from
* the constant register file. This is a workaround for limitations in some
* profiles.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_uniform
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{
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MOJOSHADER_uniformType type;
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int index;
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int array_count;
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int constant;
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const char *name;
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} MOJOSHADER_uniform;
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/*
* These are the constants defined in a shader. These are data values
* hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
* override your Uniforms. This data is largely for informational purposes,
* since they are compiled in and can't be changed, like Uniforms can be.
* These integers are register indexes. So if index==6 and
* type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
* to be specified for what would be register "c6" in D3D assembly language,
* before drawing with the shader.
* (value) is the value of the constant, unioned by type.
*/
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typedef struct MOJOSHADER_constant
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{
MOJOSHADER_uniformType type;
int index;
union
{
float f[4]; /* if type==MOJOSHADER_UNIFORM_FLOAT */
int i[4]; /* if type==MOJOSHADER_UNIFORM_INT */
int b; /* if type==MOJOSHADER_UNIFORM_BOOL */
} value;
} MOJOSHADER_constant;
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/*
* Data types for samplers. See MOJOSHADER_sampler for more information.
*/
typedef enum
{
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MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_SAMPLER_2D,
MOJOSHADER_SAMPLER_CUBE,
MOJOSHADER_SAMPLER_VOLUME,
} MOJOSHADER_samplerType;
/*
* These are the samplers to be set for a shader. ...
* IDirect3DDevice::SetTexture() would need this data, for example.
* These integers are the sampler "stage". So if index==6 and
* type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
* to be specified for what would be register "s6" in D3D assembly language,
* before drawing with the shader.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_sampler
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{
MOJOSHADER_samplerType type;
int index;
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const char *name;
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} MOJOSHADER_sampler;
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/*
* Data types for attributes. See MOJOSHADER_attribute for more information.
*/
typedef enum
{
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MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_USAGE_POSITION,
MOJOSHADER_USAGE_BLENDWEIGHT,
MOJOSHADER_USAGE_BLENDINDICES,
MOJOSHADER_USAGE_NORMAL,
MOJOSHADER_USAGE_POINTSIZE,
MOJOSHADER_USAGE_TEXCOORD,
MOJOSHADER_USAGE_TANGENT,
MOJOSHADER_USAGE_BINORMAL,
MOJOSHADER_USAGE_TESSFACTOR,
MOJOSHADER_USAGE_POSITIONT,
MOJOSHADER_USAGE_COLOR,
MOJOSHADER_USAGE_FOG,
MOJOSHADER_USAGE_DEPTH,
MOJOSHADER_USAGE_SAMPLE,
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MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */
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} MOJOSHADER_usage;
/*
* These are the attributes to be set for a shader. "Attributes" are what
* Direct3D calls "Vertex Declarations Usages" ...
* IDirect3DDevice::CreateVertexDeclaration() would need this data, for
* example. Each attribute is associated with an array of data that uses one
* element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
* means we'd expect a secondary color array to be bound to this shader
* before drawing.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_attribute
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{
MOJOSHADER_usage usage;
int index;
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const char *name;
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} MOJOSHADER_attribute;
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/*
* Use this if you want to specify newly-parsed code to swizzle incoming
* data. This can be useful if you know, at parse time, that a shader
* will be processing data on COLOR0 that should be RGBA, but you'll
* be passing it a vertex array full of ARGB instead.
*/
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typedef struct MOJOSHADER_swizzle
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{
MOJOSHADER_usage usage;
unsigned int index;
unsigned char swizzles[4]; /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
} MOJOSHADER_swizzle;
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/*
* MOJOSHADER_symbol data.
*
* These are used to expose high-level information in shader bytecode.
* They associate HLSL variables with registers. This data is used for both
* debugging and optimization.
*/
typedef enum
{
MOJOSHADER_SYMREGSET_BOOL,
MOJOSHADER_SYMREGSET_INT4,
MOJOSHADER_SYMREGSET_FLOAT4,
MOJOSHADER_SYMREGSET_SAMPLER,
} MOJOSHADER_symbolRegisterSet;
typedef enum
{
MOJOSHADER_SYMCLASS_SCALAR,
MOJOSHADER_SYMCLASS_VECTOR,
MOJOSHADER_SYMCLASS_MATRIX_ROWS,
MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
MOJOSHADER_SYMCLASS_OBJECT,
MOJOSHADER_SYMCLASS_STRUCT,
} MOJOSHADER_symbolClass;
typedef enum
{
MOJOSHADER_SYMTYPE_VOID,
MOJOSHADER_SYMTYPE_BOOL,
MOJOSHADER_SYMTYPE_INT,
MOJOSHADER_SYMTYPE_FLOAT,
MOJOSHADER_SYMTYPE_STRING,
MOJOSHADER_SYMTYPE_TEXTURE,
MOJOSHADER_SYMTYPE_TEXTURE1D,
MOJOSHADER_SYMTYPE_TEXTURE2D,
MOJOSHADER_SYMTYPE_TEXTURE3D,
MOJOSHADER_SYMTYPE_TEXTURECUBE,
MOJOSHADER_SYMTYPE_SAMPLER,
MOJOSHADER_SYMTYPE_SAMPLER1D,
MOJOSHADER_SYMTYPE_SAMPLER2D,
MOJOSHADER_SYMTYPE_SAMPLER3D,
MOJOSHADER_SYMTYPE_SAMPLERCUBE,
MOJOSHADER_SYMTYPE_PIXELSHADER,
MOJOSHADER_SYMTYPE_VERTEXSHADER,
MOJOSHADER_SYMTYPE_PIXELFRAGMENT,
MOJOSHADER_SYMTYPE_VERTEXFRAGMENT,
MOJOSHADER_SYMTYPE_UNSUPPORTED,
} MOJOSHADER_symbolType;
typedef struct MOJOSHADER_symbolStructMember MOJOSHADER_symbolStructMember;
typedef struct MOJOSHADER_symbolTypeInfo
{
MOJOSHADER_symbolClass parameter_class;
MOJOSHADER_symbolType parameter_type;
unsigned int rows;
unsigned int columns;
unsigned int elements;
unsigned int member_count;
MOJOSHADER_symbolStructMember *members;
} MOJOSHADER_symbolTypeInfo;
struct MOJOSHADER_symbolStructMember
{
const char *name;
MOJOSHADER_symbolTypeInfo info;
};
typedef struct MOJOSHADER_symbol
{
const char *name;
MOJOSHADER_symbolRegisterSet register_set;
unsigned int register_index;
unsigned int register_count;
MOJOSHADER_symbolTypeInfo info;
void *default_value;
} MOJOSHADER_symbol;
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typedef struct MOJOSHADER_error
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{
/*
* Human-readable error, if there is one. Will be NULL if there was no
* error. The string will be UTF-8 encoded, and English only. Most of
* these shouldn't be shown to the end-user anyhow.
*/
const char *error;
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/*
* Filename where error happened.
*/
const char *filename;
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/*
* Position of error, if there is one. Will be -3 if there was no
* error, -2 if there was an error before processing started, and
* -1 if there was an error during final processing. If >= 0,
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* MOJOSHADER_parse() sets this to the byte offset (starting at zero) into
* the bytecode you supplied, and MOJOSHADER_assemble() sets this to a
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* a line number in the source code you supplied (starting at one).
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*/
int error_position;
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} MOJOSHADER_error;
/*
* Structure used to return data from parsing of a shader...
*/
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_parseData
{
/*
* The number of elements pointed to by (errors).
*/
int error_count;
/*
* (error_count) elements of data that specify errors that were generated
* by parsing this shader.
* This can be NULL if there were no errors or if (error_count) is zero.
*/
MOJOSHADER_error *errors;
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/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
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/*
* Bytes of output from parsing. Most profiles produce a string of source
* code, but profiles that do binary output may not be text at all.
* Will be NULL on error.
*/
const char *output;
/*
* Byte count for output, not counting any null terminator. Most profiles
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* produce an ASCII string of source code (which will be null-terminated
* even though that null char isn't included in output_len), but profiles
* that do binary output may not be text at all. Will be 0 on error.
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*/
int output_len;
/*
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* Count of Direct3D instruction slots used. This is meaningless in terms
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* of the actual output, as the profile will probably grow or reduce
* the count (or for high-level languages, not have that information at
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* all). Also, as with Microsoft's own assembler, this value is just a
* rough estimate, as unpredicable real-world factors make the actual
* value vary at least a little from this count. Still, it can give you
* a rough idea of the size of your shader. Will be zero on error.
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*/
int instruction_count;
/*
* The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error.
*/
MOJOSHADER_shaderType shader_type;
/*
* The shader's major version. If this was a "vs_3_0", this would be 3.
*/
int major_ver;
/*
* The shader's minor version. If this was a "ps_1_4", this would be 4.
* Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255.
*/
int minor_ver;
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/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
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* (uniform_count) elements of data that specify Uniforms to be set for
* this shader. See discussion on MOJOSHADER_uniform for details.
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* This can be NULL on error or if (uniform_count) is zero.
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*/
MOJOSHADER_uniform *uniforms;
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/*
* The number of elements pointed to by (constants).
*/
int constant_count;
/*
* (constant_count) elements of data that specify constants used in
* this shader. See discussion on MOJOSHADER_constant for details.
* This can be NULL on error or if (constant_count) is zero.
* This is largely informational: constants are hardcoded into a shader.
* The constants that you can set like parameters are in the "uniforms"
* list.
*/
MOJOSHADER_constant *constants;
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/*
* The number of elements pointed to by (samplers).
*/
int sampler_count;
/*
* (sampler_count) elements of data that specify Samplers to be set for
* this shader. See discussion on MOJOSHADER_sampler for details.
* This can be NULL on error or if (sampler_count) is zero.
*/
MOJOSHADER_sampler *samplers;
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/*
* The number of elements pointed to by (attributes).
*/
int attribute_count;
/*
* (attribute_count) elements of data that specify Attributes to be set
* for this shader. See discussion on MOJOSHADER_attribute for details.
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* This can be NULL on error or if (attribute_count) is zero.
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*/
MOJOSHADER_attribute *attributes;
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/*
* The number of elements pointed to by (swizzles).
*/
int swizzle_count;
/*
* (swizzle_count) elements of data that specify swizzles the shader will
* apply to incoming attributes. This is a copy of what was passed to
* MOJOSHADER_parseData().
* This can be NULL on error or if (swizzle_count) is zero.
*/
MOJOSHADER_swizzle *swizzles;
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/*
* The number of elements pointed to by (symbols).
*/
int symbol_count;
/*
* (symbol_count) elements of data that specify high-level symbol data
* for the shader. This will be parsed from the CTAB section
* in bytecode, and will be a copy of what you provide to
* MOJOSHADER_assemble(). This data is optional.
* This can be NULL on error or if (symbol_count) is zero.
*/
MOJOSHADER_symbol *symbols;
Mar 28, 2008
Mar 28, 2008
490
491
492
493
494
495
496
497
498
/*
* This is the malloc implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_malloc malloc;
/*
* This is the free implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_free free;
Apr 4, 2008
Apr 4, 2008
499
500
501
502
503
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
Mar 28, 2008
Mar 28, 2008
504
505
506
507
508
509
510
511
} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
Apr 6, 2008
Apr 6, 2008
512
513
514
/*
* Profile string for passthrough of the original bytecode, unchanged.
*/
Dec 7, 2008
Dec 7, 2008
515
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"
Apr 6, 2008
Apr 6, 2008
516
Mar 28, 2008
Mar 28, 2008
517
518
519
520
521
/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
Jun 29, 2008
Jun 29, 2008
522
523
524
525
526
/*
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
*/
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
May 25, 2008
May 25, 2008
527
528
529
530
531
/*
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
*/
#define MOJOSHADER_PROFILE_ARB1 "arb1"
Jun 18, 2008
Jun 18, 2008
532
533
534
535
536
537
538
539
540
541
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 2.0 extensions:
* GL_NV_vertex_program2_option and GL_NV_fragment_program2
*/
#define MOJOSHADER_PROFILE_NV2 "nv2"
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 3.0 extensions:
* GL_NV_vertex_program3 and GL_NV_fragment_program2
*/
Jul 3, 2008
Jul 3, 2008
542
#define MOJOSHADER_PROFILE_NV3 "nv3"
Jun 18, 2008
Jun 18, 2008
543
544
545
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
Sep 24, 2008
Sep 24, 2008
546
* GL_NV_gpu_program4
Jun 18, 2008
Jun 18, 2008
547
*/
Jul 7, 2008
Jul 7, 2008
548
#define MOJOSHADER_PROFILE_NV4 "nv4"
Jun 18, 2008
Jun 18, 2008
549
Nov 8, 2008
Nov 8, 2008
550
551
552
553
554
/*
* Determine the highest supported Shader Model for a profile.
*/
int MOJOSHADER_maxShaderModel(const char *profile);
Apr 4, 2008
Apr 4, 2008
555
Mar 28, 2008
Mar 28, 2008
556
557
558
559
560
561
562
563
564
565
566
567
568
569
/*
* Parse a compiled Direct3D shader's bytecode.
*
* This is your primary entry point into MojoShader. You need to pass it
* a compiled D3D shader and tell it which "profile" you want to use to
* convert it into useful data.
*
* The available profiles are the set of MOJOSHADER_PROFILE_* defines.
* Note that MojoShader may be built without support for all listed
* profiles (in which case using one here will return with an error).
*
* As parsing requires some memory to be allocated, you may provide a custom
* allocator to this function, which will be used to allocate/free memory.
* They function just like malloc() and free(). We do not use realloc().
Apr 4, 2008
Apr 4, 2008
570
571
572
* If you don't care, pass NULL in for the allocator functions. If your
* allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
Mar 28, 2008
Mar 28, 2008
573
*
Apr 4, 2008
Apr 4, 2008
574
* This function returns a MOJOSHADER_parseData.
Mar 28, 2008
Mar 28, 2008
575
576
577
578
579
580
*
* This function will never return NULL, even if the system is completely
* out of memory upon entry (in which case, this function returns a static
* MOJOSHADER_parseData object, which is still safe to pass to
* MOJOSHADER_freeParseData()).
*
Aug 26, 2008
Aug 26, 2008
581
582
583
584
585
586
* You can tell the generated program to swizzle certain inputs. If you know
* that COLOR0 should be RGBA but you're passing in ARGB, you can specify
* a swizzle of { MOJOSHADER_USAGE_COLOR, 0, {1,2,3,0} } to (swiz). If the
* input register in the code would produce reg.ywzx, that swizzle would
* change it to reg.wzxy ... (swiz) can be NULL.
*
Apr 23, 2008
Apr 23, 2008
587
* This function is thread safe, so long as (m) and (f) are too, and that
Mar 28, 2008
Mar 28, 2008
588
589
590
591
592
593
* (tokenbuf) remains intact for the duration of the call. This allows you
* to parse several shaders on separate CPU cores at the same time.
*/
const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
const unsigned char *tokenbuf,
const unsigned int bufsize,
Aug 26, 2008
Aug 26, 2008
594
595
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
Mar 28, 2008
Mar 28, 2008
596
MOJOSHADER_malloc m,
Apr 4, 2008
Apr 4, 2008
597
598
MOJOSHADER_free f,
void *d);
Mar 28, 2008
Mar 28, 2008
599
600
601
602
603
604
605
606
607
608
609
/*
* Call this to dispose of parsing results when you are done with them.
* This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_parse multiple times, if you provided one.
* Passing a NULL here is a safe no-op.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parse() is, too.
*/
void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
Feb 10, 2008
Feb 10, 2008
610
Apr 26, 2008
Apr 26, 2008
611
Apr 27, 2008
Apr 27, 2008
612
Dec 5, 2008
Dec 5, 2008
613
614
615
616
617
618
619
620
621
/* Assembler interface... */
/*
* This function is optional. Use this to convert Direct3D shader assembly
* language into bytecode, which can be handled by MOJOSHADER_parse().
*
* (source) is an ASCII, NULL-terminated string of valid Direct3D shader
* assembly source code.
*
Dec 20, 2008
Dec 20, 2008
622
623
624
625
626
627
628
629
630
631
632
* (comments) points to (comment_count) NULL-terminated ASCII strings, and
* can be NULL. These strings are inserted as comments in the bytecode.
*
* (symbols) points to (symbol_count) symbol structs, and can be NULL. These
* become a CTAB field in the bytecode. This is optional, but
* MOJOSHADER_parse() needs CTAB data for all arrays used in a program, or
* relative addressing will not be permitted, so you'll want to at least
* provide symbol information for those. The symbol data is 100% trusted
* at this time; it will not be checked to see if it matches what was
* assembled in any way whatsoever.
*
Dec 8, 2008
Dec 8, 2008
633
634
635
636
637
638
639
640
641
642
* This will return a MOJOSHADER_parseData(), like MOJOSHADER_parse() would,
* except the profile will be MOJOSHADER_PROFILE_BYTECODE and the output
* will be the assembled bytecode instead of some other language. This output
* can be pushed back through MOJOSHADER_parseData() with a different profile.
*
* This function will never return NULL, even if the system is completely
* out of memory upon entry (in which case, this function returns a static
* MOJOSHADER_parseData object, which is still safe to pass to
* MOJOSHADER_freeParseData()).
*
Dec 5, 2008
Dec 5, 2008
643
644
645
646
647
648
649
650
651
652
653
* As assembling requires some memory to be allocated, you may provide a
* custom allocator to this function, which will be used to allocate/free
* memory. They function just like malloc() and free(). We do not use
* realloc(). If you don't care, pass NULL in for the allocator functions.
* If your allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
*
* This function is thread safe, so long as (m) and (f) are too, and that
* (source) remains intact for the duration of the call. This allows you
* to assemble several shaders on separate CPU cores at the same time.
*/
Dec 8, 2008
Dec 8, 2008
654
const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *source,
Dec 20, 2008
Dec 20, 2008
655
656
657
658
const char **comments, unsigned int comment_count,
const MOJOSHADER_symbol *symbols,
unsigned int symbol_count,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
Dec 5, 2008
Dec 5, 2008
659
660
Apr 27, 2008
Apr 27, 2008
661
662
663
/* OpenGL interface... */
Apr 28, 2008
Apr 28, 2008
664
665
666
667
668
669
670
671
672
673
674
675
676
677
/*
* "Contexts" map to OpenGL contexts...you need one per window, or whatever,
* and need to inform MojoShader when you make a new one current.
*
* "Shaders" refer to individual vertex or pixel programs, and are created
* by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
* "linked" into a "Program" before you can use them to render.
*
* To the calling application, these are all opaque handles.
*/
typedef struct MOJOSHADER_glContext MOJOSHADER_glContext;
typedef struct MOJOSHADER_glShader MOJOSHADER_glShader;
typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram;
Apr 30, 2008
Apr 30, 2008
678
679
/*
Jul 3, 2008
Jul 3, 2008
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
* Get a list of available profiles. This will fill in the array (profs)
* with up to (size) pointers of profiles that the current system can handle;
* that is, the profiles are built into MojoShader and the OpenGL extensions
* required for them exist at runtime. This function returns the number of
* available profiles, which may be more, less, or equal to (size).
*
* If there are more than (size) profiles, the (profs) buffer will not
* overflow. You can check the return value for the total number of
* available profiles, allocate more space, and try again if necessary.
* Calling this function with (size) == 0 is legal.
*
* You can only call this AFTER you have successfully built your GL context
* and made it current. This function will lookup the GL functions it needs
* through the callback you supply. The lookup function is neither stored nor
* used by MojoShader after this function returns, nor are the functions it
* might look up.
*
* You should not free any strings returned from this function; they are
* pointers to internal, probably static, memory.
Apr 30, 2008
Apr 30, 2008
699
*
Jul 3, 2008
Jul 3, 2008
700
701
702
703
704
705
706
707
708
709
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
*/
int MOJOSHADER_glAvailableProfiles(void *(*lookup)(const char *fnname),
const char **profs, const int size);
/*
* Determine the best profile to use for the current system.
Apr 30, 2008
Apr 30, 2008
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
*
* You can only call this AFTER you have successfully built your GL context
* and made it current. This function will lookup the GL functions it needs
* through the callback you supply. The lookup function is neither stored nor
* used by MojoShader after this function returns, nor are the functions it
* might look up.
*
* Returns the name of the "best" profile on success, NULL if none of the
* available profiles will work on this system. "Best" is a relative term,
* but it generally means the best trade off between feature set and
* performance. The selection algorithm may be arbitrary and complex.
*
* The returned value is an internal static string, and should not be free()'d
* by the caller. If you get a NULL, calling MOJOSHADER_glGetError() might
* shed some light on why.
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
*/
const char *MOJOSHADER_glBestProfile(void *(*lookup)(const char *fnname));
Apr 26, 2008
Apr 26, 2008
733
734
735
736
737
738
739
740
/*
* Prepare MojoShader to manage OpenGL shaders.
*
* You do not need to call this if all you want is MOJOSHADER_parse().
*
* You must call this once AFTER you have successfully built your GL context
* and made it current. This function will lookup the GL functions it needs
* through the callback you supply, after which it may call them at any time
Apr 28, 2008
Apr 28, 2008
741
742
* up until you call MOJOSHADER_glDestroyContext(). The lookup function is
* neither stored nor used by MojoShader after this function returns.
Apr 26, 2008
Apr 26, 2008
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
*
* (profile) is an OpenGL-specific MojoShader profile, which decides how
* Direct3D bytecode shaders get turned into OpenGL programs, and how they
* are fed to the GL.
*
* (lookup) is a callback that is used to load GL entry points. This callback
* has to look up base GL functions and extension entry points.
*
* As MojoShader requires some memory to be allocated, you may provide a
* custom allocator to this function, which will be used to allocate/free
* memory. They function just like malloc() and free(). We do not use
* realloc(). If you don't care, pass NULL in for the allocator functions.
* If your allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
*
Apr 28, 2008
Apr 28, 2008
758
759
760
* Returns a new context on success, NULL on error. If you get a new context,
* you need to make it current before using it with
* MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
761
762
763
764
765
766
*
* This call is NOT thread safe! It must return success before you may call
* any other MOJOSHADER_gl* function. Also, as most OpenGL implementations
* are not thread safe, you should probably only call this from the same
* thread that created the GL context.
*/
Apr 28, 2008
Apr 28, 2008
767
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
Apr 28, 2008
Apr 28, 2008
768
769
770
771
772
773
void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d);
/*
* You must call this before using the context that you got from
Apr 28, 2008
Apr 28, 2008
774
775
* MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
* context.
Apr 28, 2008
Apr 28, 2008
776
777
778
779
780
781
782
783
*
* You can only have one MOJOSHADER_glContext per actual GL context, or
* undefined behaviour will result.
*
* It is legal to call this with a NULL pointer to make no context current,
* but you need a valid context to be current to use most of MojoShader.
*/
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *ctx);
Apr 26, 2008
Apr 26, 2008
784
Apr 27, 2008
Apr 27, 2008
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
/*
* Get any error state we might have picked up. MojoShader will NOT call
* glGetError() internally, but there are other errors we can pick up,
* such as failed shader compilation, etc.
*
* Returns a human-readable string. This string is for debugging purposes, and
* not guaranteed to be localized, coherent, or user-friendly in any way.
* It's for programmers!
*
* The latest error may remain between calls. New errors replace any existing
* error. Don't check this string for a sign that an error happened, check
* return codes instead and use this for explanation when debugging.
*
* Do not free the returned string: it's a pointer to a static internal
* buffer. Do not keep the pointer around, either, as it's likely to become
* invalid as soon as you call into MojoShader again.
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 26, 2008
Apr 26, 2008
805
*
Apr 28, 2008
Apr 28, 2008
806
807
* This call does NOT require a valid MOJOSHADER_glContext to have been made
* current. The error buffer is shared between contexts, so you can get
Apr 28, 2008
Apr 28, 2008
808
* error results from a failed MOJOSHADER_glCreateContext().
Apr 26, 2008
Apr 26, 2008
809
*/
Apr 28, 2008
Apr 28, 2008
810
const char *MOJOSHADER_glGetError(void);
Apr 26, 2008
Apr 26, 2008
811
May 3, 2008
May 3, 2008
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
/*
* Get the maximum uniforms a shader can support for the current GL context,
* MojoShader profile, and shader type. You can use this to make decisions
* about what shaders you want to use (for example, a less complicated
* shader may be swapped in for lower-end systems).
*
* Returns the number, or -1 on error.
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*/
int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type);
Apr 26, 2008
Apr 26, 2008
829
830
831
832
833
834
/*
* Compile a buffer of Direct3D shader bytecode into an OpenGL shader.
* You still need to link the shader before you may render with it.
*
* (tokenbuf) is a buffer of Direct3D shader bytecode.
* (bufsize) is the size, in bytes, of the bytecode buffer.
Aug 26, 2008
Aug 26, 2008
835
* (swiz) and (swizcount) are passed to MOJOSHADER_parse() unmolested.
Apr 26, 2008
Apr 26, 2008
836
837
*
* Returns NULL on error, or a shader handle on success.
Apr 27, 2008
Apr 27, 2008
838
839
840
841
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
842
843
844
845
846
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*
* Compiled shaders from this function may not be shared between contexts.
Apr 26, 2008
Apr 26, 2008
847
*/
Apr 26, 2008
Apr 26, 2008
848
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
Aug 26, 2008
Aug 26, 2008
849
850
851
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount);
Apr 26, 2008
Apr 26, 2008
852
Apr 29, 2008
Apr 29, 2008
853
854
855
856
857
858
859
860
861
862
/*
* Get the MOJOSHADER_parseData structure that was produced from the
* call to MOJOSHADER_glCompileShader().
*
* This data is read-only, and you should NOT attempt to free it. This
* pointer remains valid until the shader is deleted.
*/
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
MOJOSHADER_glShader *shader);
Apr 26, 2008
Apr 26, 2008
863
/*
Apr 26, 2008
Apr 26, 2008
864
865
866
867
868
* Link a vertex and pixel shader into an OpenGL program.
* (vshader) or (pshader) can be NULL, to specify that the GL should use the
* fixed-function pipeline instead of the programmable pipeline for that
* portion of the work. You can reuse shaders in various combinations across
* multiple programs, by relinking different pairs.
Apr 26, 2008
Apr 26, 2008
869
*
Apr 26, 2008
Apr 26, 2008
870
871
* It is illegal to give a vertex shader for (pshader) or a pixel shader
* for (vshader).
Apr 26, 2008
Apr 26, 2008
872
873
874
875
*
* Once you have successfully linked a program, you may render with it.
*
* Returns NULL on error, or a program handle on success.
Apr 27, 2008
Apr 27, 2008
876
877
878
879
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
880
881
882
883
884
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*
* Linked programs from this function may not be shared between contexts.
Apr 26, 2008
Apr 26, 2008
885
*/
Apr 26, 2008
Apr 26, 2008
886
887
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader);
Apr 26, 2008
Apr 26, 2008
888
889
890
891
892
893
894
895
896
897
898
899
900
901
/*
* This binds the program (using, for example, glUseProgramObjectARB()), and
* disables all the client-side arrays so we can reset them with new values
* if appropriate.
*
* Call with NULL to disable the programmable pipeline and all enabled
* client-side arrays.
*
* After binding a program, you should update any uniforms you care about
* with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays
* you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call
* MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may
* begin drawing through standard GL entry points.
Apr 27, 2008
Apr 27, 2008
902
903
904
905
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
906
907
908
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
*/
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
/*
* Set a floating-point uniform value (what Direct3D calls a "constant").
*
* There is a single array of 4-float "registers" shared by all vertex shaders.
* This is the "c" register file in Direct3D (c0, c1, c2, etc...)
* MojoShader will take care of synchronizing this internal array with the
* appropriate variables in the GL shaders.
*
* (idx) is the index into the internal array: 0 is the first four floats,
* 1 is the next four, etc.
* (data) is a pointer to (vec4count*4) floats.
Apr 27, 2008
Apr 27, 2008
924
925
926
927
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
928
929
930
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
931
932
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
*/
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4count);
/*
* Set an integer uniform value (what Direct3D calls a "constant").
*
* There is a single array of 4-int "registers" shared by all vertex shaders.
* This is the "i" register file in Direct3D (i0, i1, i2, etc...)
* MojoShader will take care of synchronizing this internal array with the
* appropriate variables in the GL shaders.
*
* (idx) is the index into the internal array: 0 is the first four ints,
* 1 is the next four, etc.
* (data) is a pointer to (ivec4count*4) ints.
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Apr 27, 2008
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*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
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*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
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*
* Uniforms are not shared between contexts.
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Apr 26, 2008
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*/
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4count);
/*
* Set a boolean uniform value (what Direct3D calls a "constant").
*
* There is a single array of "registers" shared by all vertex shaders.
* This is the "b" register file in Direct3D (b0, b1, b2, etc...)
* MojoShader will take care of synchronizing this internal array with the
* appropriate variables in the GL shaders.
*
* Unlike the float and int counterparts, booleans are single values, not
* four-element vectors...so idx==1 is the second boolean in the internal
* array, not the fifth.
*
* Non-zero values are considered "true" and zero is considered "false".
*
* (idx) is the index into the internal array.
* (data) is a pointer to (bcount) ints.
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Apr 27, 2008
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*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
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*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
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Apr 28, 2008
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*
* Uniforms are not shared between contexts.
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*/
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount);
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/*
* The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel
* shaders. Other than using a different internal array that is specific
* to pixel shaders, this functions just like its vertex array equivalent.
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Apr 27, 2008
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*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
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*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().