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d3d2glsl.h
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d3d2glsl.h
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/**
* d3d2glsl; generate GLSL programs from bytecode of compiled Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
#ifndef __INCL_D3D2GLSL_H_
#define __INCL_D3D2GLSL_H_
#ifdef __cplusplus
extern "C" {
#endif
/*
* const int compiled_against = D3D2GLSL_VERSION;
* const int linked_against = D3D2GLSL_version();
*/
#define D3D2GLSL_VERSION 1
int D3D2GLSL_version(void);
/*
* These allocators work just like the C runtime's malloc() and free()
* (in fact, they use malloc() and free() internally if you don't
* specify your own allocator).
*/
typedef void *(*D3D2GLSL_malloc)(int bytes);
typedef void (*D3D2GLSL_free)(void *ptr);
/* !!! FIXME: documentation. */
/* !!! FIXME: this needs to change to return a buffer of GLSL code. */
int D3D2GLSL_parse(const char *profile, const unsigned char *tokenbuf,
const unsigned int bufsize, D3D2GLSL_malloc m,
D3D2GLSL_free f);
#ifdef __cplusplus
}
#endif
#endif /* include-once blocker. */
/* end of d3d2glsl.h ... */