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mojoshader.h

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3235 lines (2919 loc) · 120 KB
 
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/**
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* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
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*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
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#ifndef _INCL_MOJOSHADER_H_
#define _INCL_MOJOSHADER_H_
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#ifdef __cplusplus
extern "C" {
#endif
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/* You can define this if you aren't generating mojoshader_version.h */
#ifndef MOJOSHADER_NO_VERSION_INCLUDE
#include "mojoshader_version.h"
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#endif
#ifndef MOJOSHADER_VERSION
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#define MOJOSHADER_VERSION -1
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#endif
#ifndef MOJOSHADER_CHANGESET
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#define MOJOSHADER_CHANGESET "???"
#endif
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#ifndef DECLSPEC
#ifdef _WIN32
#define DECLSPEC __declspec(dllexport)
#else
#define DECLSPEC
#endif
#endif
#ifndef MOJOSHADERCALL
#ifdef _WIN32
#define MOJOSHADERCALL __stdcall
#else
#define MOJOSHADERCALL
#endif
#endif
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/*
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* For determining the version of MojoShader you are using:
* const int compiled_against = MOJOSHADER_VERSION;
* const int linked_against = MOJOSHADER_version();
*
* The version is a single integer that increments, not a major/minor value.
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*/
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DECLSPEC int MOJOSHADER_version(void);
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/*
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* For determining the revision control changeset of MojoShader you are using:
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* const char *compiled_against = MOJOSHADER_CHANGESET;
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* const char *linked_against = MOJOSHADER_changeset();
*
* The version is an arbitrary, null-terminated ASCII string. It is probably
* a hash that represents a revision control changeset, and can't be
* compared to any other string to determine chronology.
*
* Do not attempt to free this string; it's statically allocated.
*/
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DECLSPEC const char *MOJOSHADER_changeset(void);
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/*
* These allocators work just like the C runtime's malloc() and free()
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* (in fact, they probably use malloc() and free() internally if you don't
* specify your own allocator, but don't rely on that behaviour).
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* (data) is the pointer you supplied when specifying these allocator
* callbacks, in case you need instance-specific data...it is passed through
* to your allocator unmolested, and can be NULL if you like.
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*/
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typedef void *(MOJOSHADERCALL *MOJOSHADER_malloc)(int bytes, void *data);
typedef void (MOJOSHADERCALL *MOJOSHADER_free)(void *ptr, void *data);
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/*
* These are enum values, but they also can be used in bitmasks, so we can
* test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
*/
typedef enum
{
MOJOSHADER_TYPE_UNKNOWN = 0,
MOJOSHADER_TYPE_PIXEL = (1 << 0),
MOJOSHADER_TYPE_VERTEX = (1 << 1),
MOJOSHADER_TYPE_GEOMETRY = (1 << 2), /* (not supported yet.) */
MOJOSHADER_TYPE_ANY = 0xFFFFFFFF /* used for bitmasks */
} MOJOSHADER_shaderType;
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/*
* Data types for vertex attribute streams.
*/
typedef enum
{
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MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
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MOJOSHADER_ATTRIBUTE_BYTE,
MOJOSHADER_ATTRIBUTE_UBYTE,
MOJOSHADER_ATTRIBUTE_SHORT,
MOJOSHADER_ATTRIBUTE_USHORT,
MOJOSHADER_ATTRIBUTE_INT,
MOJOSHADER_ATTRIBUTE_UINT,
MOJOSHADER_ATTRIBUTE_FLOAT,
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MOJOSHADER_ATTRIBUTE_DOUBLE,
MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
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} MOJOSHADER_attributeType;
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/*
* Data types for uniforms. See MOJOSHADER_uniform for more information.
*/
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typedef enum
{
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MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_UNIFORM_FLOAT,
MOJOSHADER_UNIFORM_INT,
MOJOSHADER_UNIFORM_BOOL,
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} MOJOSHADER_uniformType;
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/*
* These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
* calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
* need this data, for example. These integers are register indexes. So if
* index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
* 4-float vector to be specified for what would be register "c6" in D3D
* assembly language, before drawing with the shader.
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* (array_count) means this is an array of uniforms...this happens in some
* profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
* In those cases, the shader was built to set some range of constant
* registers as an array. You should set this array with (array_count)
* elements from the constant register file, starting at (index) instead of
* just a single uniform. To be extra difficult, you'll need to fill in the
* correct values from the MOJOSHADER_constant data into the appropriate
* parts of the array, overriding the constant register file. Fun!
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* (constant) says whether this is a constant array; these need to be loaded
* once at creation time, from the constant list and not ever updated from
* the constant register file. This is a workaround for limitations in some
* profiles.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_uniform
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{
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MOJOSHADER_uniformType type;
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int index;
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int array_count;
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int constant;
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const char *name;
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} MOJOSHADER_uniform;
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/*
* These are the constants defined in a shader. These are data values
* hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
* override your Uniforms. This data is largely for informational purposes,
* since they are compiled in and can't be changed, like Uniforms can be.
* These integers are register indexes. So if index==6 and
* type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
* to be specified for what would be register "c6" in D3D assembly language,
* before drawing with the shader.
* (value) is the value of the constant, unioned by type.
*/
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typedef struct MOJOSHADER_constant
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{
MOJOSHADER_uniformType type;
int index;
union
{
float f[4]; /* if type==MOJOSHADER_UNIFORM_FLOAT */
int i[4]; /* if type==MOJOSHADER_UNIFORM_INT */
int b; /* if type==MOJOSHADER_UNIFORM_BOOL */
} value;
} MOJOSHADER_constant;
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/*
* Data types for samplers. See MOJOSHADER_sampler for more information.
*/
typedef enum
{
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MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_SAMPLER_2D,
MOJOSHADER_SAMPLER_CUBE,
MOJOSHADER_SAMPLER_VOLUME,
} MOJOSHADER_samplerType;
/*
* These are the samplers to be set for a shader. ...
* IDirect3DDevice::SetTexture() would need this data, for example.
* These integers are the sampler "stage". So if index==6 and
* type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
* to be specified for what would be register "s6" in D3D assembly language,
* before drawing with the shader.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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* (texbem) will be non-zero if a TEXBEM opcode references this sampler. This
* is only used in legacy shaders (ps_1_1 through ps_1_3), but it needs some
* special support to work, as we have to load a magic uniform behind the
* scenes to support it. Most code can ignore this field in general, and no
* one has to touch it unless they really know what they're doing.
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*/
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typedef struct MOJOSHADER_sampler
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{
MOJOSHADER_samplerType type;
int index;
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const char *name;
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int texbem;
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} MOJOSHADER_sampler;
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/*
* This struct is used if you have to force a sampler to a specific type.
* Generally, you can ignore this, but if you have, say, a ps_1_1
* shader, you might need to specify what the samplers are meant to be
* to get correct results, as Shader Model 1 samples textures according
* to what is bound to a sampler at the moment instead of what the shader
* is hardcoded to expect.
*/
typedef struct MOJOSHADER_samplerMap
{
int index;
MOJOSHADER_samplerType type;
} MOJOSHADER_samplerMap;
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/*
* Data types for attributes. See MOJOSHADER_attribute for more information.
*/
typedef enum
{
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MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_USAGE_POSITION,
MOJOSHADER_USAGE_BLENDWEIGHT,
MOJOSHADER_USAGE_BLENDINDICES,
MOJOSHADER_USAGE_NORMAL,
MOJOSHADER_USAGE_POINTSIZE,
MOJOSHADER_USAGE_TEXCOORD,
MOJOSHADER_USAGE_TANGENT,
MOJOSHADER_USAGE_BINORMAL,
MOJOSHADER_USAGE_TESSFACTOR,
MOJOSHADER_USAGE_POSITIONT,
MOJOSHADER_USAGE_COLOR,
MOJOSHADER_USAGE_FOG,
MOJOSHADER_USAGE_DEPTH,
MOJOSHADER_USAGE_SAMPLE,
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MOJOSHADER_USAGE_TOTAL /* housekeeping value; never returned. */
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} MOJOSHADER_usage;
/*
* These are the attributes to be set for a shader. "Attributes" are what
* Direct3D calls "Vertex Declarations Usages" ...
* IDirect3DDevice::CreateVertexDeclaration() would need this data, for
* example. Each attribute is associated with an array of data that uses one
* element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
* means we'd expect a secondary color array to be bound to this shader
* before drawing.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_attribute
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{
MOJOSHADER_usage usage;
int index;
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const char *name;
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} MOJOSHADER_attribute;
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/*
* Use this if you want to specify newly-parsed code to swizzle incoming
* data. This can be useful if you know, at parse time, that a shader
* will be processing data on COLOR0 that should be RGBA, but you'll
* be passing it a vertex array full of ARGB instead.
*/
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typedef struct MOJOSHADER_swizzle
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{
MOJOSHADER_usage usage;
unsigned int index;
unsigned char swizzles[4]; /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
} MOJOSHADER_swizzle;
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/*
* MOJOSHADER_symbol data.
*
* These are used to expose high-level information in shader bytecode.
* They associate HLSL variables with registers. This data is used for both
* debugging and optimization.
*/
typedef enum
{
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MOJOSHADER_SYMREGSET_BOOL=0,
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MOJOSHADER_SYMREGSET_INT4,
MOJOSHADER_SYMREGSET_FLOAT4,
MOJOSHADER_SYMREGSET_SAMPLER,
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MOJOSHADER_SYMREGSET_TOTAL /* housekeeping value; never returned. */
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} MOJOSHADER_symbolRegisterSet;
typedef enum
{
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MOJOSHADER_SYMCLASS_SCALAR=0,
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MOJOSHADER_SYMCLASS_VECTOR,
MOJOSHADER_SYMCLASS_MATRIX_ROWS,
MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
MOJOSHADER_SYMCLASS_OBJECT,
MOJOSHADER_SYMCLASS_STRUCT,
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MOJOSHADER_SYMCLASS_TOTAL /* housekeeping value; never returned. */
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} MOJOSHADER_symbolClass;
typedef enum
{
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MOJOSHADER_SYMTYPE_VOID=0,
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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,
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MOJOSHADER_SYMTYPE_TOTAL /* housekeeping value; never returned. */
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} MOJOSHADER_symbolType;
typedef struct MOJOSHADER_symbolStructMember MOJOSHADER_symbolStructMember;
typedef struct MOJOSHADER_symbolTypeInfo
{
MOJOSHADER_symbolClass parameter_class;
MOJOSHADER_symbolType parameter_type;
unsigned int rows;
unsigned int columns;
unsigned int elements;
unsigned int member_count;
MOJOSHADER_symbolStructMember *members;
} MOJOSHADER_symbolTypeInfo;
struct MOJOSHADER_symbolStructMember
{
const char *name;
MOJOSHADER_symbolTypeInfo info;
};
typedef struct MOJOSHADER_symbol
{
const char *name;
MOJOSHADER_symbolRegisterSet register_set;
unsigned int register_index;
unsigned int register_count;
MOJOSHADER_symbolTypeInfo info;
} MOJOSHADER_symbol;
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/*
* These are used with MOJOSHADER_error as special case positions.
*/
#define MOJOSHADER_POSITION_NONE (-3)
#define MOJOSHADER_POSITION_BEFORE (-2)
#define MOJOSHADER_POSITION_AFTER (-1)
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typedef struct MOJOSHADER_error
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{
/*
* Human-readable error, if there is one. Will be NULL if there was no
* error. The string will be UTF-8 encoded, and English only. Most of
* these shouldn't be shown to the end-user anyhow.
*/
const char *error;
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/*
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* Filename where error happened. This can be NULL if the information
* isn't available.
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*/
const char *filename;
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/*
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* Position of error, if there is one. Will be MOJOSHADER_POSITION_NONE if
* there was no error, MOJOSHADER_POSITION_BEFORE if there was an error
* before processing started, and MOJOSHADER_POSITION_AFTER if there was
* an error during final processing. If >= 0, MOJOSHADER_parse() sets
* this to the byte offset (starting at zero) into the bytecode you
* supplied, and MOJOSHADER_assemble(), MOJOSHADER_parseAst(), and
* MOJOSHADER_compile() sets this to a a line number in the source code
* you supplied (starting at one).
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*/
int error_position;
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} MOJOSHADER_error;
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/* !!! FIXME: document me. */
typedef enum MOJOSHADER_preshaderOpcode
{
MOJOSHADER_PRESHADEROP_NOP,
MOJOSHADER_PRESHADEROP_MOV,
MOJOSHADER_PRESHADEROP_NEG,
MOJOSHADER_PRESHADEROP_RCP,
MOJOSHADER_PRESHADEROP_FRC,
MOJOSHADER_PRESHADEROP_EXP,
MOJOSHADER_PRESHADEROP_LOG,
MOJOSHADER_PRESHADEROP_RSQ,
MOJOSHADER_PRESHADEROP_SIN,
MOJOSHADER_PRESHADEROP_COS,
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MOJOSHADER_PRESHADEROP_ASIN,
MOJOSHADER_PRESHADEROP_ACOS,
MOJOSHADER_PRESHADEROP_ATAN,
MOJOSHADER_PRESHADEROP_MIN,
MOJOSHADER_PRESHADEROP_MAX,
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MOJOSHADER_PRESHADEROP_LT,
MOJOSHADER_PRESHADEROP_GE,
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MOJOSHADER_PRESHADEROP_ADD,
MOJOSHADER_PRESHADEROP_MUL,
MOJOSHADER_PRESHADEROP_ATAN2,
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MOJOSHADER_PRESHADEROP_DIV,
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MOJOSHADER_PRESHADEROP_CMP,
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MOJOSHADER_PRESHADEROP_MOVC,
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MOJOSHADER_PRESHADEROP_DOT,
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MOJOSHADER_PRESHADEROP_NOISE,
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MOJOSHADER_PRESHADEROP_SCALAR_OPS,
MOJOSHADER_PRESHADEROP_MIN_SCALAR = MOJOSHADER_PRESHADEROP_SCALAR_OPS,
MOJOSHADER_PRESHADEROP_MAX_SCALAR,
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MOJOSHADER_PRESHADEROP_LT_SCALAR,
MOJOSHADER_PRESHADEROP_GE_SCALAR,
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MOJOSHADER_PRESHADEROP_ADD_SCALAR,
MOJOSHADER_PRESHADEROP_MUL_SCALAR,
MOJOSHADER_PRESHADEROP_ATAN2_SCALAR,
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MOJOSHADER_PRESHADEROP_DIV_SCALAR,
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MOJOSHADER_PRESHADEROP_DOT_SCALAR,
May 31, 2011
May 31, 2011
435
MOJOSHADER_PRESHADEROP_NOISE_SCALAR,
May 30, 2011
May 30, 2011
436
437
438
439
440
441
442
443
444
445
446
447
448
449
} MOJOSHADER_preshaderOpcode;
typedef enum MOJOSHADER_preshaderOperandType
{
MOJOSHADER_PRESHADEROPERAND_INPUT,
MOJOSHADER_PRESHADEROPERAND_OUTPUT,
MOJOSHADER_PRESHADEROPERAND_LITERAL,
MOJOSHADER_PRESHADEROPERAND_TEMP,
} MOJOSHADER_preshaderOperandType;
typedef struct MOJOSHADER_preshaderOperand
{
MOJOSHADER_preshaderOperandType type;
unsigned int index;
Jan 1, 2016
Jan 1, 2016
450
451
unsigned int array_register_count;
unsigned int *array_registers;
May 30, 2011
May 30, 2011
452
453
454
455
456
457
458
} MOJOSHADER_preshaderOperand;
typedef struct MOJOSHADER_preshaderInstruction
{
MOJOSHADER_preshaderOpcode opcode;
unsigned int element_count;
unsigned int operand_count;
Jan 1, 2016
Jan 1, 2016
459
MOJOSHADER_preshaderOperand operands[4];
May 30, 2011
May 30, 2011
460
461
462
463
464
465
466
} MOJOSHADER_preshaderInstruction;
typedef struct MOJOSHADER_preshader
{
unsigned int literal_count;
double *literals;
unsigned int temp_count; /* scalar, not vector! */
Jun 1, 2011
Jun 1, 2011
467
468
unsigned int symbol_count;
MOJOSHADER_symbol *symbols;
May 30, 2011
May 30, 2011
469
470
unsigned int instruction_count;
MOJOSHADER_preshaderInstruction *instructions;
Jan 1, 2016
Jan 1, 2016
471
472
unsigned int register_count;
float *registers;
May 28, 2016
May 28, 2016
473
474
475
MOJOSHADER_malloc malloc;
MOJOSHADER_free free;
void *malloc_data;
May 30, 2011
May 30, 2011
476
477
} MOJOSHADER_preshader;
Feb 3, 2009
Feb 3, 2009
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
/*
* Structure used to return data from parsing of a shader...
*/
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_parseData
{
/*
* The number of elements pointed to by (errors).
*/
int error_count;
/*
* (error_count) elements of data that specify errors that were generated
* by parsing this shader.
* This can be NULL if there were no errors or if (error_count) is zero.
*/
MOJOSHADER_error *errors;
Dec 10, 2008
Dec 10, 2008
495
Apr 23, 2008
Apr 23, 2008
496
497
498
499
500
/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
Mar 28, 2008
Mar 28, 2008
501
502
503
504
505
506
507
508
509
/*
* Bytes of output from parsing. Most profiles produce a string of source
* code, but profiles that do binary output may not be text at all.
* Will be NULL on error.
*/
const char *output;
/*
* Byte count for output, not counting any null terminator. Most profiles
Apr 6, 2008
Apr 6, 2008
510
511
512
* produce an ASCII string of source code (which will be null-terminated
* even though that null char isn't included in output_len), but profiles
* that do binary output may not be text at all. Will be 0 on error.
Mar 28, 2008
Mar 28, 2008
513
514
515
516
*/
int output_len;
/*
Jun 3, 2008
Jun 3, 2008
517
* Count of Direct3D instruction slots used. This is meaningless in terms
Mar 28, 2008
Mar 28, 2008
518
519
* of the actual output, as the profile will probably grow or reduce
* the count (or for high-level languages, not have that information at
Jun 3, 2008
Jun 3, 2008
520
521
522
523
* all). Also, as with Microsoft's own assembler, this value is just a
* rough estimate, as unpredicable real-world factors make the actual
* value vary at least a little from this count. Still, it can give you
* a rough idea of the size of your shader. Will be zero on error.
Mar 28, 2008
Mar 28, 2008
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
*/
int instruction_count;
/*
* The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error.
*/
MOJOSHADER_shaderType shader_type;
/*
* The shader's major version. If this was a "vs_3_0", this would be 3.
*/
int major_ver;
/*
* The shader's minor version. If this was a "ps_1_4", this would be 4.
* Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255.
*/
int minor_ver;
Apr 25, 2016
Apr 25, 2016
543
/*
May 29, 2016
May 29, 2016
544
545
546
547
548
* This is the main function name of the shader. This will be the
* caller-supplied string even if a given profile ignores it (GLSL,
* for example, always uses "main" in the shader output out of necessity,
* and Direct3D assembly has no concept of a "main function", etc).
* Otherwise, it'll be a default name chosen by the profile ("main") or
Apr 25, 2016
Apr 25, 2016
549
550
551
552
* whatnot.
*/
const char *mainfn;
Apr 4, 2008
Apr 4, 2008
553
554
555
556
557
558
/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
Apr 4, 2008
Apr 4, 2008
559
560
* (uniform_count) elements of data that specify Uniforms to be set for
* this shader. See discussion on MOJOSHADER_uniform for details.
Apr 19, 2008
Apr 19, 2008
561
* This can be NULL on error or if (uniform_count) is zero.
Apr 4, 2008
Apr 4, 2008
562
563
564
*/
MOJOSHADER_uniform *uniforms;
May 3, 2008
May 3, 2008
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
/*
* The number of elements pointed to by (constants).
*/
int constant_count;
/*
* (constant_count) elements of data that specify constants used in
* this shader. See discussion on MOJOSHADER_constant for details.
* This can be NULL on error or if (constant_count) is zero.
* This is largely informational: constants are hardcoded into a shader.
* The constants that you can set like parameters are in the "uniforms"
* list.
*/
MOJOSHADER_constant *constants;
Apr 19, 2008
Apr 19, 2008
580
581
582
583
584
585
586
587
588
589
590
591
/*
* The number of elements pointed to by (samplers).
*/
int sampler_count;
/*
* (sampler_count) elements of data that specify Samplers to be set for
* this shader. See discussion on MOJOSHADER_sampler for details.
* This can be NULL on error or if (sampler_count) is zero.
*/
MOJOSHADER_sampler *samplers;
Jun 20, 2011
Jun 20, 2011
592
/* !!! FIXME: this should probably be "input" and not "attribute" */
Apr 5, 2008
Apr 5, 2008
593
594
595
596
597
/*
* The number of elements pointed to by (attributes).
*/
int attribute_count;
Jun 20, 2011
Jun 20, 2011
598
/* !!! FIXME: this should probably be "input" and not "attribute" */
Apr 5, 2008
Apr 5, 2008
599
600
601
/*
* (attribute_count) elements of data that specify Attributes to be set
* for this shader. See discussion on MOJOSHADER_attribute for details.
Apr 19, 2008
Apr 19, 2008
602
* This can be NULL on error or if (attribute_count) is zero.
Apr 5, 2008
Apr 5, 2008
603
604
605
*/
MOJOSHADER_attribute *attributes;
Jun 20, 2011
Jun 20, 2011
606
607
608
609
610
611
612
613
614
615
616
617
/*
* The number of elements pointed to by (outputs).
*/
int output_count;
/*
* (output_count) elements of data that specify outputs this shader
* writes to. See discussion on MOJOSHADER_attribute for details.
* This can be NULL on error or if (output_count) is zero.
*/
MOJOSHADER_attribute *outputs;
Aug 26, 2008
Aug 26, 2008
618
619
620
621
622
/*
* The number of elements pointed to by (swizzles).
*/
int swizzle_count;
Jun 20, 2011
Jun 20, 2011
623
/* !!! FIXME: this should probably be "input" and not "attribute" */
Aug 26, 2008
Aug 26, 2008
624
625
626
627
628
629
630
631
/*
* (swizzle_count) elements of data that specify swizzles the shader will
* apply to incoming attributes. This is a copy of what was passed to
* MOJOSHADER_parseData().
* This can be NULL on error or if (swizzle_count) is zero.
*/
MOJOSHADER_swizzle *swizzles;
Dec 20, 2008
Dec 20, 2008
632
633
634
635
636
637
638
639
640
641
642
643
644
645
/*
* The number of elements pointed to by (symbols).
*/
int symbol_count;
/*
* (symbol_count) elements of data that specify high-level symbol data
* for the shader. This will be parsed from the CTAB section
* in bytecode, and will be a copy of what you provide to
* MOJOSHADER_assemble(). This data is optional.
* This can be NULL on error or if (symbol_count) is zero.
*/
MOJOSHADER_symbol *symbols;
May 30, 2011
May 30, 2011
646
647
648
649
650
651
/*
* !!! FIXME: document me.
* This can be NULL on error or if no preshader was available.
*/
MOJOSHADER_preshader *preshader;
Mar 28, 2008
Mar 28, 2008
652
653
654
655
656
657
658
659
660
/*
* 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
661
662
663
664
665
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
Mar 28, 2008
Mar 28, 2008
666
667
668
669
670
671
672
673
} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
Apr 6, 2008
Apr 6, 2008
674
675
676
/*
* Profile string for passthrough of the original bytecode, unchanged.
*/
Dec 7, 2008
Dec 7, 2008
677
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"
Apr 6, 2008
Apr 6, 2008
678
Mar 28, 2008
Mar 28, 2008
679
680
681
682
683
/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
Jun 29, 2008
Jun 29, 2008
684
685
686
687
688
/*
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
*/
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
Jan 1, 2016
Jan 1, 2016
689
690
691
692
693
/*
* Profile string for GLSL ES: minor changes to GLSL output for ES compliance.
*/
#define MOJOSHADER_PROFILE_GLSLES "glsles"
May 25, 2008
May 25, 2008
694
695
696
697
698
/*
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
*/
#define MOJOSHADER_PROFILE_ARB1 "arb1"
Jun 18, 2008
Jun 18, 2008
699
700
701
702
703
704
705
706
707
708
/*
* 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
709
#define MOJOSHADER_PROFILE_NV3 "nv3"
Jun 18, 2008
Jun 18, 2008
710
711
712
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
Sep 24, 2008
Sep 24, 2008
713
* GL_NV_gpu_program4
Jun 18, 2008
Jun 18, 2008
714
*/
Jul 7, 2008
Jul 7, 2008
715
#define MOJOSHADER_PROFILE_NV4 "nv4"
Jun 18, 2008
Jun 18, 2008
716
Apr 25, 2016
Apr 25, 2016
717
718
719
720
721
/*
* Profile string for Metal: Apple's lowlevel API's high-level shader language.
*/
#define MOJOSHADER_PROFILE_METAL "metal"
Nov 8, 2008
Nov 8, 2008
722
723
724
/*
* Determine the highest supported Shader Model for a profile.
*/
Jan 1, 2016
Jan 1, 2016
725
DECLSPEC int MOJOSHADER_maxShaderModel(const char *profile);
Nov 8, 2008
Nov 8, 2008
726
Apr 4, 2008
Apr 4, 2008
727
Mar 28, 2008
Mar 28, 2008
728
729
730
731
732
733
734
735
736
737
738
739
740
741
/*
* 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
742
743
744
* 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
745
*
Apr 4, 2008
Apr 4, 2008
746
* This function returns a MOJOSHADER_parseData.
Mar 28, 2008
Mar 28, 2008
747
748
749
750
751
752
*
* 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
753
754
755
756
757
758
* You can tell the generated program to swizzle certain inputs. If you know
* that COLOR0 should be RGBA but you're passing in ARGB, you can specify
* a swizzle of { MOJOSHADER_USAGE_COLOR, 0, {1,2,3,0} } to (swiz). If the
* input register in the code would produce reg.ywzx, that swizzle would
* change it to reg.wzxy ... (swiz) can be NULL.
*
May 29, 2012
May 29, 2012
759
760
761
762
763
* You can force the shader to expect samplers of certain types. Generally
* you don't need this, as Shader Model 2 and later always specify what they
* expect samplers to be (2D, cubemap, etc). Shader Model 1, however, just
* uses whatever is bound to a given sampler at draw time, but this doesn't
* work in OpenGL, etc. In these cases, MojoShader will default to
May 29, 2012
May 29, 2012
764
765
766
767
768
769
770
* 2D texture sampling (or cubemap sampling, in cases where it makes sense,
* like the TEXM3X3TEX opcode), which works 75% of the time, but if you
* really needed something else, you'll need to specify it here. This can
* also be used, at your own risk, to override DCL opcodes in shaders: if
* the shader explicit says 2D, but you want Cubemap, for example, you can
* use this to override. If you aren't sure about any of this stuff, you can
* (and should) almost certainly ignore it: (smap) can be NULL.
May 29, 2012
May 29, 2012
771
*
Nov 23, 2014
Nov 23, 2014
772
773
774
775
776
* (bufsize) is the size in bytes of (tokenbuf). If (bufsize) is zero,
* MojoShader will attempt to figure out the size of the buffer, but you
* risk a buffer overflow if you have corrupt data, etc. Supply the value
* if you can.
*
Apr 25, 2016
Apr 25, 2016
777
778
779
780
781
782
* You should pass a name for your shader's main function in here, via the
* (mainfn) param. Some profiles need this name to be unique. Passing a NULL
* here will pick a reasonable default, and most profiles will ignore it
* anyhow. As the name of the shader's main function, etc, so make it a
* simple name that would match C's identifier rules. Keep it simple!
*
Apr 23, 2008
Apr 23, 2008
783
* This function is thread safe, so long as (m) and (f) are too, and that
Mar 28, 2008
Mar 28, 2008
784
785
786
* (tokenbuf) remains intact for the duration of the call. This allows you
* to parse several shaders on separate CPU cores at the same time.
*/
Jan 1, 2016
Jan 1, 2016
787
DECLSPEC const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
Apr 25, 2016
Apr 25, 2016
788
const char *mainfn,
Jan 1, 2016
Jan 1, 2016
789
790
791
792
793
794
795
796
797
798
const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
Mar 28, 2008
Mar 28, 2008
799
800
801
802
803
804
805
806
807
808
/*
* Call this to dispose of parsing results when you are done with them.
* This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_parse multiple times, if you provided one.
* Passing a NULL here is a safe no-op.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parse() is, too.
*/
Jan 1, 2016
Jan 1, 2016
809
DECLSPEC void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
May 22, 2011
May 22, 2011
810
811
May 28, 2016
May 28, 2016
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
/*
* You almost certainly don't need this function, unless you absolutely know
* why you need it without hesitation. This is useful if you're doing
* extremely low-level shader work or building specialized tools.
*
* Parse a preshader structure. This expects a buffer of bytes that represents
* the preshader data starting with its magic number token and ending at
* the end of the comment tokens that contain this preshader. Note that it
* does _not_ start at the beginning of the comment tokens.
*
* On success, this will return a MOJOSHADER_preshader. This can be
* deallocated later by calling MOJOSHADER_freePreshader(). On failure,
* this will return NULL. Unlike other MojoShader APIs, this assumes you
* either have a complete and valid buffer of preshader tokens or you have
* incomplete/corrupted data, so there is no explicit error reporting. Please
* note that if the system runs out of memory, this function will also return
* NULL without distinction.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parsePreshader() is, too.
*/
Jan 1, 2016
Jan 1, 2016
833
834
835
836
837
DECLSPEC const MOJOSHADER_preshader *MOJOSHADER_parsePreshader(const unsigned char *buf,
const unsigned int len,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
May 22, 2011
May 22, 2011
838
839
May 28, 2016
May 28, 2016
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
/*
* You almost certainly don't need this function, unless you absolutely know
* why you need it without hesitation. This is useful if you're doing
* extremely low-level shader work or building specialized tools.
*
* Call this to dispose of preshader parsing results when you are done with
* them. This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_parsePreshader() multiple times, if you provided one.
* Passing a NULL here is a safe no-op.
*
* You only need to call this function for results from a call to
* MOJOSHADER_parsePreshader(). Other MojoShader structures with a preshader
* field, such as MOJOSHADER_parseData(), should not use this function, as
* the preshader will be deallocated with everything else in
* MOJOSHADER_freeParseData(), etc.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parsePreshader() is, too.
*/
DECLSPEC void MOJOSHADER_freePreshader(const MOJOSHADER_preshader *preshader);
May 22, 2011
May 22, 2011
860
861
Jan 1, 2016
Jan 1, 2016
862
863
/* Effects interface... */
#include "mojoshader_effects.h"
May 22, 2011
May 22, 2011
864
Apr 27, 2008
Apr 27, 2008
865
Feb 9, 2009
Feb 9, 2009
866
867
868
869
/* Preprocessor interface... */
/*
* Structure used to pass predefined macros. Maps to D3DXMACRO.
Feb 20, 2009
Feb 20, 2009
870
* You can have macro arguments: set identifier to "a(b, c)" or whatever.
Feb 9, 2009
Feb 9, 2009
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
*/
typedef struct MOJOSHADER_preprocessorDefine
{
const char *identifier;
const char *definition;
} MOJOSHADER_preprocessorDefine;
/*
* Used with the MOJOSHADER_includeOpen callback. Maps to D3DXINCLUDE_TYPE.
*/
typedef enum
{
MOJOSHADER_INCLUDETYPE_LOCAL, /* local header: #include "blah.h" */
MOJOSHADER_INCLUDETYPE_SYSTEM /* system header: #include <blah.h> */
} MOJOSHADER_includeType;
/*
* Structure used to return data from preprocessing of a shader...
*/
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_preprocessData
{
/*
* The number of elements pointed to by (errors).
*/
int error_count;
/*
* (error_count) elements of data that specify errors that were generated
* by parsing this shader.
* This can be NULL if there were no errors or if (error_count) is zero.
*/
MOJOSHADER_error *errors;
/*
Feb 12, 2009
Feb 12, 2009
907
* Bytes of output from preprocessing. This is a UTF-8 string. We
Feb 9, 2009
Feb 9, 2009
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
* guarantee it to be NULL-terminated. Will be NULL on error.
*/
const char *output;
/*
* Byte count for output, not counting any null terminator.
* Will be 0 on error.
*/
int output_len;
/*
* This is the malloc implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_malloc malloc;
/*
* This is the free implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_free free;
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
} MOJOSHADER_preprocessData;
/*
* This callback allows an app to handle #include statements for the
* preprocessor. When the preprocessor sees an #include, it will call this
* function to obtain the contents of the requested file. This is optional;
Mar 24, 2009
Mar 24, 2009
939
* the preprocessor will open files directly if no callback is supplied, but
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* this allows an app to retrieve data from something other than the
* traditional filesystem (for example, headers packed in a .zip file or
* headers generated on-the-fly).
*
* This function maps to ID3DXInclude::Open()
*
* (inctype) specifies the type of header we wish to include.
* (fname) specifies the name of the file specified on the #include line.
* (parent) is a string of the entire source file containing the include, in
* its original, not-yet-preprocessed state. Note that this is just the
* contents of the specific file, not all source code that the preprocessor
* has seen through other includes, etc.
* (outdata) will be set by the callback to a pointer to the included file's
* contents. The callback is responsible for allocating this however they
* see fit (we provide allocator functions, but you may ignore them). This
* pointer must remain valid until the includeClose callback runs. This
* string does not need to be NULL-terminated.
* (outbytes) will be set by the callback to the number of bytes pointed to
* by (outdata).
* (m),(f), and (d) are the allocator details that the application passed to
* MojoShader. If these were NULL, MojoShader may have replaced them with its
* own internal allocators.
*
* The callback returns zero on error, non-zero on success.
*
* If you supply an includeOpen callback, you must supply includeClose, too.
*/
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typedef int (MOJOSHADERCALL *MOJOSHADER_includeOpen)(MOJOSHADER_includeType inctype,
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const char *fname, const char *parent,
const char **outdata, unsigned int *outbytes,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
* This callback allows an app to clean up the results of a previous
* includeOpen callback.
*
* This function maps to ID3DXInclude::Close()
*
* (data) is the data that was returned from a previous call to includeOpen.
* It is now safe to deallocate this data.
* (m),(f), and (d) are the same allocator details that were passed to your
* includeOpen callback.
*
* If you supply an includeClose callback, you must supply includeOpen, too.
*/
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typedef void (MOJOSHADERCALL *MOJOSHADER_includeClose)(const char *data,
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MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
* This function is optional. Even if you are dealing with shader source
* code, you don't need to explicitly use the preprocessor, as the compiler
* and assembler will use it behind the scenes. In fact, you probably never
* need this function unless you are debugging a custom tool (or debugging
* MojoShader itself).
*
* Preprocessing roughly follows the syntax of an ANSI C preprocessor, as
* Microsoft's Direct3D assembler and HLSL compiler use this syntax. Please
* note that we try to match the output you'd get from Direct3D's
* preprocessor, which has some quirks if you're expecting output that matches
* a generic C preprocessor.