/
mojoshader.h
45 lines (36 loc) · 1.11 KB
/
mojoshader.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
/**
* MojoShader; generate shader 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_MOJOSHADER_H_
#define __INCL_MOJOSHADER_H_
#ifdef __cplusplus
extern "C" {
#endif
/*
* const int compiled_against = MOJOSHADER_VERSION;
* const int linked_against = MOJOSHADER_version();
*/
#define MOJOSHADER_VERSION 1
int MOJOSHADER_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 *(*MOJOSHADER_malloc)(int bytes);
typedef void (*MOJOSHADER_free)(void *ptr);
/* !!! FIXME: documentation. */
/* !!! FIXME: this needs to change to return a buffer of GLSL code. */
int MOJOSHADER_parse(const char *profile, const unsigned char *tokenbuf,
const unsigned int bufsize, MOJOSHADER_malloc m,
MOJOSHADER_free f);
#ifdef __cplusplus
}
#endif
#endif /* include-once blocker. */
/* end of mojoshader.h ... */