mojoshader.h
author Ryan C. Gordon <icculus@icculus.org>
Wed, 18 Apr 2012 00:19:32 -0400
changeset 1095 bc3d2c6e06cf
parent 1090 636ffcd3f14a
child 1104 9147482e1ec7
permissions -rw-r--r--
glsl: Implemented most of the missing srcmods. Reread the GLSL spec, and it turns out that "vec3(x,y,z) - 3.0" is legal syntactic sugar: the compiler knows to subtract 3.0 from each of the three components in that vec3. This made this simpler than having to tapdance to generate correct constant vectors ourselves, and it's easier to read.

/**
 * 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

/* You can define this if you aren't generating mojoshader_version.h */
#ifndef MOJOSHADER_NO_VERSION_INCLUDE
#include "mojoshader_version.h"
#endif

#ifndef MOJOSHADER_VERSION
#define MOJOSHADER_VERSION -1
#endif

#ifndef MOJOSHADER_CHANGESET
#define MOJOSHADER_CHANGESET "???"
#endif

/*
 * 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.
 */
int MOJOSHADER_version(void);

/*
 * For determining the revision control changeset of MojoShader you are using:
 *    const char *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);

/*
 * These allocators work just like the C runtime's malloc() and free()
 *  (in fact, they probably use malloc() and free() internally if you don't
 *  specify your own allocator, but don't rely on that behaviour).
 * (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.
 */
typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
typedef void (*MOJOSHADER_free)(void *ptr, void *data);


/*
 * 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;

/*
 * Data types for vertex attribute streams.
 */
typedef enum
{
    MOJOSHADER_ATTRIBUTE_UNKNOWN = -1,  /* housekeeping; not returned. */
    MOJOSHADER_ATTRIBUTE_BYTE,
    MOJOSHADER_ATTRIBUTE_UBYTE,
    MOJOSHADER_ATTRIBUTE_SHORT,
    MOJOSHADER_ATTRIBUTE_USHORT,
    MOJOSHADER_ATTRIBUTE_INT,
    MOJOSHADER_ATTRIBUTE_UINT,
    MOJOSHADER_ATTRIBUTE_FLOAT,
    MOJOSHADER_ATTRIBUTE_DOUBLE,
    MOJOSHADER_ATTRIBUTE_HALF_FLOAT,  /* MAYBE available in your OpenGL! */
} MOJOSHADER_attributeType;

/*
 * Data types for uniforms. See MOJOSHADER_uniform for more information.
 */
typedef enum
{
    MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
    MOJOSHADER_UNIFORM_FLOAT,
    MOJOSHADER_UNIFORM_INT,
    MOJOSHADER_UNIFORM_BOOL,
} MOJOSHADER_uniformType;

/*
 * 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.
 * (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!
 * (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.
 * (name) is a profile-specific variable name; it may be NULL if it isn't
 *  applicable to the requested profile.
 */
typedef struct MOJOSHADER_uniform
{
    MOJOSHADER_uniformType type;
    int index;
    int array_count;
    int constant;
    const char *name;
} MOJOSHADER_uniform;

/*
 * 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.
 */
typedef struct MOJOSHADER_constant
{
    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;

/*
 * Data types for samplers. See MOJOSHADER_sampler for more information.
 */
typedef enum
{
    MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
    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.
 * (name) is a profile-specific variable name; it may be NULL if it isn't
 *  applicable to the requested profile.
 * (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.
 */
typedef struct MOJOSHADER_sampler
{
    MOJOSHADER_samplerType type;
    int index;
    const char *name;
    int texbem;
} MOJOSHADER_sampler;

/*
 * Data types for attributes. See MOJOSHADER_attribute for more information.
 */
typedef enum
{
    MOJOSHADER_USAGE_UNKNOWN = -1,  /* housekeeping value; never returned. */
    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,
    MOJOSHADER_USAGE_TOTAL,  /* housekeeping value; never returned. */
} 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.
 * (name) is a profile-specific variable name; it may be NULL if it isn't
 *  applicable to the requested profile.
 */
typedef struct MOJOSHADER_attribute
{
    MOJOSHADER_usage usage;
    int index;
    const char *name;
} MOJOSHADER_attribute;

/*
 * 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.
 */
typedef struct MOJOSHADER_swizzle
{
    MOJOSHADER_usage usage;
    unsigned int index;
    unsigned char swizzles[4];  /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
} MOJOSHADER_swizzle;


/*
 * 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;
} MOJOSHADER_symbol;


/*
 * 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)

typedef struct MOJOSHADER_error
{
    /*
     * 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;

    /*
     * Filename where error happened. This can be NULL if the information
     *  isn't available.
     */
    const char *filename;

    /*
     * 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).
     */
    int error_position;
} MOJOSHADER_error;


/* !!! 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,
    MOJOSHADER_PRESHADEROP_ASIN,
    MOJOSHADER_PRESHADEROP_ACOS,
    MOJOSHADER_PRESHADEROP_ATAN,
    MOJOSHADER_PRESHADEROP_MIN,
    MOJOSHADER_PRESHADEROP_MAX,
    MOJOSHADER_PRESHADEROP_LT,
    MOJOSHADER_PRESHADEROP_GE,
    MOJOSHADER_PRESHADEROP_ADD,
    MOJOSHADER_PRESHADEROP_MUL,
    MOJOSHADER_PRESHADEROP_ATAN2,
    MOJOSHADER_PRESHADEROP_DIV,
    MOJOSHADER_PRESHADEROP_CMP,
    MOJOSHADER_PRESHADEROP_MOVC,
    MOJOSHADER_PRESHADEROP_DOT,
    MOJOSHADER_PRESHADEROP_NOISE,
    MOJOSHADER_PRESHADEROP_SCALAR_OPS,
    MOJOSHADER_PRESHADEROP_MIN_SCALAR = MOJOSHADER_PRESHADEROP_SCALAR_OPS,
    MOJOSHADER_PRESHADEROP_MAX_SCALAR,
    MOJOSHADER_PRESHADEROP_LT_SCALAR,
    MOJOSHADER_PRESHADEROP_GE_SCALAR,
    MOJOSHADER_PRESHADEROP_ADD_SCALAR,
    MOJOSHADER_PRESHADEROP_MUL_SCALAR,
    MOJOSHADER_PRESHADEROP_ATAN2_SCALAR,
    MOJOSHADER_PRESHADEROP_DIV_SCALAR,
    MOJOSHADER_PRESHADEROP_DOT_SCALAR,
    MOJOSHADER_PRESHADEROP_NOISE_SCALAR,
} 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;
} MOJOSHADER_preshaderOperand;

typedef struct MOJOSHADER_preshaderInstruction
{
    MOJOSHADER_preshaderOpcode opcode;
    unsigned int element_count;
    unsigned int operand_count;
    MOJOSHADER_preshaderOperand operands[3];
} MOJOSHADER_preshaderInstruction;

typedef struct MOJOSHADER_preshader
{
    unsigned int literal_count;
    double *literals;
    unsigned int temp_count;  /* scalar, not vector! */
    unsigned int symbol_count;
    MOJOSHADER_symbol *symbols;
    unsigned int instruction_count;
    MOJOSHADER_preshaderInstruction *instructions;
} MOJOSHADER_preshader;

/*
 * 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;

    /*
     * The name of the profile used to parse the shader. Will be NULL on error.
     */
    const char *profile;

    /*
     * 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
     *  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.
     */
    int output_len;

    /*
     * Count of Direct3D instruction slots used. This is meaningless in terms
     *  of the actual output, as the profile will probably grow or reduce
     *  the count (or for high-level languages, not have that information at
     *  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.
     */
    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;

    /*
     * The number of elements pointed to by (uniforms).
     */
    int uniform_count;

    /*
     * (uniform_count) elements of data that specify Uniforms to be set for
     *  this shader. See discussion on MOJOSHADER_uniform for details.
     * This can be NULL on error or if (uniform_count) is zero.
     */
    MOJOSHADER_uniform *uniforms;

    /*
     * 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;

    /*
     * 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;

    /* !!! FIXME: this should probably be "input" and not "attribute" */
    /*
     * The number of elements pointed to by (attributes).
     */
    int attribute_count;

    /* !!! FIXME: this should probably be "input" and not "attribute" */
    /*
     * (attribute_count) elements of data that specify Attributes to be set
     *  for this shader. See discussion on MOJOSHADER_attribute for details.
     * This can be NULL on error or if (attribute_count) is zero.
     */
    MOJOSHADER_attribute *attributes;

    /*
     * 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;

    /*
     * The number of elements pointed to by (swizzles).
     */
    int swizzle_count;

    /* !!! FIXME: this should probably be "input" and not "attribute" */
    /*
     * (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;

    /*
     * 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;

    /*
     * !!! FIXME: document me.
     * This can be NULL on error or if no preshader was available.
     */
    MOJOSHADER_preshader *preshader;

    /*
     * 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_parseData;


/*
 * Profile string for Direct3D assembly language output.
 */
#define MOJOSHADER_PROFILE_D3D "d3d"

/*
 * Profile string for passthrough of the original bytecode, unchanged.
 */
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"

/*
 * Profile string for GLSL: OpenGL high-level shader language output.
 */
#define MOJOSHADER_PROFILE_GLSL "glsl"

/*
 * Profile string for GLSL 1.20: minor improvements to base GLSL spec.
 */
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"

/*
 * Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
 */
#define MOJOSHADER_PROFILE_ARB1 "arb1"

/*
 * 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
 */
#define MOJOSHADER_PROFILE_NV3 "nv3"

/*
 * Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
 *  GL_NV_gpu_program4
 */
#define MOJOSHADER_PROFILE_NV4 "nv4"

/*
 * Determine the highest supported Shader Model for a profile.
 */
int MOJOSHADER_maxShaderModel(const char *profile);


/*
 * 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().
 *  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 returns a MOJOSHADER_parseData.
 *
 * 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()).
 *
 * 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.
 *
 * This function is thread safe, so long as (m) and (f) are too, and that
 *  (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,
                                             const MOJOSHADER_swizzle *swiz,
                                             const unsigned int swizcount,
                                             MOJOSHADER_malloc m,
                                             MOJOSHADER_free f,
                                             void *d);

/*
 * 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);


/* Effects interface... */  /* !!! FIXME: THIS API IS NOT STABLE YET! */

typedef struct MOJOSHADER_effectParam
{
    const char *name;
    const char *semantic;
} MOJOSHADER_effectParam;

typedef struct MOJOSHADER_effectState
{
    unsigned int type;
} MOJOSHADER_effectState;

typedef struct MOJOSHADER_effectPass
{
    const char *name;
    unsigned int state_count;
    MOJOSHADER_effectState *states;
} MOJOSHADER_effectPass;

typedef struct MOJOSHADER_effectTechnique
{
    const char *name;
    unsigned int pass_count;
    MOJOSHADER_effectPass *passes;
} MOJOSHADER_effectTechnique;

typedef struct MOJOSHADER_effectTexture
{
    unsigned int param;
    const char *name;
} MOJOSHADER_effectTexture;

typedef struct MOJOSHADER_effectShader
{
    unsigned int technique;
    unsigned int pass;
    const MOJOSHADER_parseData *shader;
} MOJOSHADER_effectShader;

/*
 * Structure used to return data from parsing of an effect file...
 */
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_effect
{
    /*
     * 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;

    /*
     * The name of the profile used to parse the shader. Will be NULL on error.
     */
    const char *profile;

    /*
     * The number of params pointed to by (params).
     */
    int param_count;

    /*
     * (param_count) elements of data that specify parameter bind points for
     *  this effect.
     * This can be NULL on error or if (param_count) is zero.
     */
    MOJOSHADER_effectParam *params;

    /*
     * The number of elements pointed to by (techniques).
     */
    int technique_count;

    /*
     * (technique_count) elements of data that specify techniques used in
     *  this effect. Each technique contains a series of passes, and each pass
     *  specifies state and shaders that affect rendering.
     * This can be NULL on error or if (technique_count) is zero.
     */
    MOJOSHADER_effectTechnique *techniques;

    /*
     * The number of elements pointed to by (textures).
     */
    int texture_count;

    /*
     * (texture_count) elements of data that specify textures used in
     *  this effect.
     * This can be NULL on error or if (texture_count) is zero.
     */
    MOJOSHADER_effectTexture *textures;

    /*
     * The number of elements pointed to by (shaders).
     */
    int shader_count;

    /*
     * (shader_count) elements of data that specify shaders used in
     *  this effect.
     * This can be NULL on error or if (shader_count) is zero.
     */
    MOJOSHADER_effectShader *shaders;

    /*
     * This is the malloc implementation you passed to MOJOSHADER_parseEffect().
     */
    MOJOSHADER_malloc malloc;

    /*
     * This is the free implementation you passed to MOJOSHADER_parseEffect().
     */
    MOJOSHADER_free free;

    /*
     * This is the pointer you passed as opaque data for your allocator.
     */
    void *malloc_data;
} MOJOSHADER_effect;

/* !!! FIXME: document me. */
const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
                                                const unsigned char *buf,
                                                const unsigned int _len,
                                                const MOJOSHADER_swizzle *swiz,
                                                const unsigned int swizcount,
                                                MOJOSHADER_malloc m,
                                                MOJOSHADER_free f,
                                                void *d);


/* !!! FIXME: document me. */
void MOJOSHADER_freeEffect(const MOJOSHADER_effect *effect);


/* Preprocessor interface... */

/*
 * Structure used to pass predefined macros. Maps to D3DXMACRO.
 *  You can have macro arguments: set identifier to "a(b, c)" or whatever.
 */
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;

    /*
     * Bytes of output from preprocessing. This is a UTF-8 string. We
     *  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;
 *  the preprocessor will open files directly if no callback is supplied, but
 *  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.
 */
typedef int (*MOJOSHADER_includeOpen)(MOJOSHADER_includeType inctype,
                            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.
 */
typedef void (*MOJOSHADER_includeClose)(const char *data,
                            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.
 *
 * This function maps to D3DXPreprocessShader().
 *
 * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
 *  actually access this file, as we obtain our data from (source). This
 *  string is copied when we need to report errors while processing (source),
 *  as opposed to errors in a file referenced via the #include directive in
 *  (source). If this is NULL, then errors will report the filename as NULL,
 *  too.
 *
 * (source) is an string of UTF-8 text to preprocess. It does not need to be
 *  NULL-terminated.
 *
 * (sourcelen) is the length of the string pointed to by (source), in bytes.
 *
 * (defines) points to (define_count) preprocessor definitions, and can be
 *  NULL. These are treated by the preprocessor as if the source code started
 *  with one #define for each entry you pass in here.
 *
 * (include_open) and (include_close) let the app control the preprocessor's
 *  behaviour for #include statements. Both are optional and can be NULL, but
 *  both must be specified if either is specified.
 *
 * This will return a MOJOSHADER_preprocessorData. You should pass this
 *  return value to MOJOSHADER_freePreprocessData() when you are done with
 *  it.
 *
 * 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_preprocessData object, which is still safe to pass to
 *  MOJOSHADER_freePreprocessData()).
 *
 * As preprocessing 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 the various callback functions
 *  are, too, and that the parameters remains intact for the duration of the
 *  call. This allows you to preprocess several shaders on separate CPU cores
 *  at the same time.
 */
const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
                             const char *source, unsigned int sourcelen,
                             const MOJOSHADER_preprocessorDefine *defines,
                             unsigned int define_count,
                             MOJOSHADER_includeOpen include_open,
                             MOJOSHADER_includeClose include_close,
                             MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);


/*
 * Call this to dispose of preprocessing results when you are done with them.
 *  This will call the MOJOSHADER_free function you provided to
 *  MOJOSHADER_preprocess() 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_preprocess() is, too.
 */
void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);


/* Assembler interface... */

/*
 * This function is optional. Use this to convert Direct3D shader assembly
 *  language into bytecode, which can be handled by MOJOSHADER_parse().
 *
 * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
 *  actually access this file, as we obtain our data from (source). This
 *  string is copied when we need to report errors while processing (source),
 *  as opposed to errors in a file referenced via the #include directive in
 *  (source). If this is NULL, then errors will report the filename as NULL,
 *  too.
 *
 * (source) is an UTF-8 string of valid Direct3D shader assembly source code.
 *  It does not need to be NULL-terminated.
 *
 * (sourcelen) is the length of the string pointed to by (source), in bytes.
 *
 * (comments) points to (comment_count) NULL-terminated UTF-8 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.
 *
 * (defines) points to (define_count) preprocessor definitions, and can be
 *  NULL. These are treated by the preprocessor as if the source code started
 *  with one #define for each entry you pass in here.
 *
 * (include_open) and (include_close) let the app control the preprocessor's
 *  behaviour for #include statements. Both are optional and can be NULL, but
 *  both must be specified if either is specified.
 *
 * 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()).
 *
 * 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 the various callback functions
 *  are, too, and that the parameters remains intact for the duration of the
 *  call. This allows you to assemble several shaders on separate CPU cores
 *  at the same time.
 */
const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *filename,
                             const char *source, unsigned int sourcelen,
                             const char **comments, unsigned int comment_count,
                             const MOJOSHADER_symbol *symbols,
                             unsigned int symbol_count,
                             const MOJOSHADER_preprocessorDefine *defines,
                             unsigned int define_count,
                             MOJOSHADER_includeOpen include_open,
                             MOJOSHADER_includeClose include_close,
                             MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);


/* High level shading language support... */

/*
 * Source profile strings for HLSL: Direct3D High Level Shading Language.
 */
#define MOJOSHADER_SRC_PROFILE_HLSL_VS_1_1 "hlsl_vs_1_1"
#define MOJOSHADER_SRC_PROFILE_HLSL_VS_2_0 "hlsl_vs_2_0"
#define MOJOSHADER_SRC_PROFILE_HLSL_VS_3_0 "hlsl_vs_3_0"
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_1 "hlsl_ps_1_1"
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_2 "hlsl_ps_1_2"
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_3 "hlsl_ps_1_3"
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_4 "hlsl_ps_1_4"
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_2_0 "hlsl_ps_2_0"
#define MOJOSHADER_SRC_PROFILE_HLSL_PS_3_0 "hlsl_ps_3_0"


/* Abstract Syntax Tree interface... */

/*
 * ATTENTION: This adds a lot of stuff to the API, but almost everyone can
 *  ignore this section. Seriously, go ahead and skip over anything that has
 *  "AST" in it, unless you know why you'd want to use it.
 *
 * ALSO: This API is still evolving! We make no promises at this time to keep
 *  source or binary compatibility for the AST pieces.
 *
 * Important notes:
 *  - ASTs are the result of parsing the source code: a program that fails to
 *    compile will often parse successfully. Undeclared variables,
 *    type incompatibilities, etc, aren't detected at this point.
 *  - Vector swizzles (the ".xyzw" part of "MyVec4.xyzw") will look like
 *    structure dereferences. We don't realize these are actually swizzles
 *    until semantic analysis.
 *  - MOJOSHADER_astDataType info is not reliable when returned from
 *    MOJOSHADER_parseAst()! Most of the datatype info will be missing or have
 *    inaccurate data types. We sort these out during semantic analysis, which
 *    happens after the AST parsing is complete. A few are filled in, or can
 *    be deduced fairly trivially by processing several pieces into one.
 *    It's enough that you can reproduce the original source code, more or
 *    less, from the AST.
 */

/* High-level datatypes for AST nodes. */
typedef enum MOJOSHADER_astDataTypeType
{
    MOJOSHADER_AST_DATATYPE_NONE,
    MOJOSHADER_AST_DATATYPE_BOOL,
    MOJOSHADER_AST_DATATYPE_INT,
    MOJOSHADER_AST_DATATYPE_UINT,
    MOJOSHADER_AST_DATATYPE_FLOAT,
    MOJOSHADER_AST_DATATYPE_FLOAT_SNORM,
    MOJOSHADER_AST_DATATYPE_FLOAT_UNORM,
    MOJOSHADER_AST_DATATYPE_HALF,
    MOJOSHADER_AST_DATATYPE_DOUBLE,
    MOJOSHADER_AST_DATATYPE_STRING,
    MOJOSHADER_AST_DATATYPE_SAMPLER_1D,
    MOJOSHADER_AST_DATATYPE_SAMPLER_2D,
    MOJOSHADER_AST_DATATYPE_SAMPLER_3D,
    MOJOSHADER_AST_DATATYPE_SAMPLER_CUBE,
    MOJOSHADER_AST_DATATYPE_SAMPLER_STATE,
    MOJOSHADER_AST_DATATYPE_SAMPLER_COMPARISON_STATE,
    MOJOSHADER_AST_DATATYPE_STRUCT,
    MOJOSHADER_AST_DATATYPE_ARRAY,
    MOJOSHADER_AST_DATATYPE_VECTOR,
    MOJOSHADER_AST_DATATYPE_MATRIX,
    MOJOSHADER_AST_DATATYPE_BUFFER,
    MOJOSHADER_AST_DATATYPE_FUNCTION,
    MOJOSHADER_AST_DATATYPE_USER,
} MOJOSHADER_astDataTypeType;
#define MOJOSHADER_AST_DATATYPE_CONST (1 << 31)

typedef union MOJOSHADER_astDataType MOJOSHADER_astDataType;

// This is just part of DataTypeStruct, never appears outside of it.
typedef struct MOJOSHADER_astDataTypeStructMember
{
    const MOJOSHADER_astDataType *datatype;
    const char *identifier;
} MOJOSHADER_astDataTypeStructMember;

typedef struct MOJOSHADER_astDataTypeStruct
{
    MOJOSHADER_astDataTypeType type;
    const MOJOSHADER_astDataTypeStructMember *members;
    int member_count;
} MOJOSHADER_astDataTypeStruct;

typedef struct MOJOSHADER_astDataTypeArray
{
    MOJOSHADER_astDataTypeType type;
    const MOJOSHADER_astDataType *base;
    int elements;
} MOJOSHADER_astDataTypeArray;

typedef MOJOSHADER_astDataTypeArray MOJOSHADER_astDataTypeVector;

typedef struct MOJOSHADER_astDataTypeMatrix
{
    MOJOSHADER_astDataTypeType type;
    const MOJOSHADER_astDataType *base;
    int rows;
    int columns;
} MOJOSHADER_astDataTypeMatrix;

typedef struct MOJOSHADER_astDataTypeBuffer
{
    MOJOSHADER_astDataTypeType type;
    const MOJOSHADER_astDataType *base;
} MOJOSHADER_astDataTypeBuffer;

typedef struct MOJOSHADER_astDataTypeFunction
{
    MOJOSHADER_astDataTypeType type;
    const MOJOSHADER_astDataType *retval;
    const MOJOSHADER_astDataType **params;
    int num_params;
    int intrinsic;  /* non-zero for built-in functions */
} MOJOSHADER_astDataTypeFunction;

typedef struct MOJOSHADER_astDataTypeUser
{
    MOJOSHADER_astDataTypeType type;
    const MOJOSHADER_astDataType *details;
    const char *name;
} MOJOSHADER_astDataTypeUser;

union MOJOSHADER_astDataType
{
    MOJOSHADER_astDataTypeType type;
    MOJOSHADER_astDataTypeArray array;
    MOJOSHADER_astDataTypeStruct structure;
    MOJOSHADER_astDataTypeVector vector;
    MOJOSHADER_astDataTypeMatrix matrix;
    MOJOSHADER_astDataTypeBuffer buffer;
    MOJOSHADER_astDataTypeUser user;
    MOJOSHADER_astDataTypeFunction function;
};

/* Structures that make up the parse tree... */

typedef enum MOJOSHADER_astNodeType
{
    MOJOSHADER_AST_OP_START_RANGE,         /* expression operators. */

    MOJOSHADER_AST_OP_START_RANGE_UNARY,   /* unary operators. */
    MOJOSHADER_AST_OP_PREINCREMENT,
    MOJOSHADER_AST_OP_PREDECREMENT,
    MOJOSHADER_AST_OP_NEGATE,
    MOJOSHADER_AST_OP_COMPLEMENT,
    MOJOSHADER_AST_OP_NOT,
    MOJOSHADER_AST_OP_POSTINCREMENT,
    MOJOSHADER_AST_OP_POSTDECREMENT,
    MOJOSHADER_AST_OP_CAST,
    MOJOSHADER_AST_OP_END_RANGE_UNARY,

    MOJOSHADER_AST_OP_START_RANGE_BINARY,  /* binary operators. */
    MOJOSHADER_AST_OP_COMMA,
    MOJOSHADER_AST_OP_MULTIPLY,
    MOJOSHADER_AST_OP_DIVIDE,
    MOJOSHADER_AST_OP_MODULO,
    MOJOSHADER_AST_OP_ADD,
    MOJOSHADER_AST_OP_SUBTRACT,
    MOJOSHADER_AST_OP_LSHIFT,
    MOJOSHADER_AST_OP_RSHIFT,
    MOJOSHADER_AST_OP_LESSTHAN,
    MOJOSHADER_AST_OP_GREATERTHAN,
    MOJOSHADER_AST_OP_LESSTHANOREQUAL,
    MOJOSHADER_AST_OP_GREATERTHANOREQUAL,
    MOJOSHADER_AST_OP_EQUAL,
    MOJOSHADER_AST_OP_NOTEQUAL,
    MOJOSHADER_AST_OP_BINARYAND,
    MOJOSHADER_AST_OP_BINARYXOR,
    MOJOSHADER_AST_OP_BINARYOR,
    MOJOSHADER_AST_OP_LOGICALAND,
    MOJOSHADER_AST_OP_LOGICALOR,
    MOJOSHADER_AST_OP_ASSIGN,
    MOJOSHADER_AST_OP_MULASSIGN,
    MOJOSHADER_AST_OP_DIVASSIGN,
    MOJOSHADER_AST_OP_MODASSIGN,
    MOJOSHADER_AST_OP_ADDASSIGN,
    MOJOSHADER_AST_OP_SUBASSIGN,
    MOJOSHADER_AST_OP_LSHIFTASSIGN,
    MOJOSHADER_AST_OP_RSHIFTASSIGN,
    MOJOSHADER_AST_OP_ANDASSIGN,
    MOJOSHADER_AST_OP_XORASSIGN,
    MOJOSHADER_AST_OP_ORASSIGN,
    MOJOSHADER_AST_OP_DEREF_ARRAY,
    MOJOSHADER_AST_OP_END_RANGE_BINARY,

    MOJOSHADER_AST_OP_START_RANGE_TERNARY,  /* ternary operators. */
    MOJOSHADER_AST_OP_CONDITIONAL,
    MOJOSHADER_AST_OP_END_RANGE_TERNARY,

    MOJOSHADER_AST_OP_START_RANGE_DATA,     /* expression operands. */
    MOJOSHADER_AST_OP_IDENTIFIER,
    MOJOSHADER_AST_OP_INT_LITERAL,
    MOJOSHADER_AST_OP_FLOAT_LITERAL,
    MOJOSHADER_AST_OP_STRING_LITERAL,
    MOJOSHADER_AST_OP_BOOLEAN_LITERAL,
    MOJOSHADER_AST_OP_END_RANGE_DATA,

    MOJOSHADER_AST_OP_START_RANGE_MISC,     /* other expression things. */
    MOJOSHADER_AST_OP_DEREF_STRUCT,
    MOJOSHADER_AST_OP_CALLFUNC,
    MOJOSHADER_AST_OP_CONSTRUCTOR,
    MOJOSHADER_AST_OP_END_RANGE_MISC,
    MOJOSHADER_AST_OP_END_RANGE,

    MOJOSHADER_AST_COMPUNIT_START_RANGE,    /* things in global scope. */
    MOJOSHADER_AST_COMPUNIT_FUNCTION,
    MOJOSHADER_AST_COMPUNIT_TYPEDEF,
    MOJOSHADER_AST_COMPUNIT_STRUCT,
    MOJOSHADER_AST_COMPUNIT_VARIABLE,
    MOJOSHADER_AST_COMPUNIT_END_RANGE,

    MOJOSHADER_AST_STATEMENT_START_RANGE,   /* statements in function scope. */
    MOJOSHADER_AST_STATEMENT_EMPTY,
    MOJOSHADER_AST_STATEMENT_BREAK,
    MOJOSHADER_AST_STATEMENT_CONTINUE,
    MOJOSHADER_AST_STATEMENT_DISCARD,
    MOJOSHADER_AST_STATEMENT_BLOCK,
    MOJOSHADER_AST_STATEMENT_EXPRESSION,
    MOJOSHADER_AST_STATEMENT_IF,
    MOJOSHADER_AST_STATEMENT_SWITCH,
    MOJOSHADER_AST_STATEMENT_FOR,
    MOJOSHADER_AST_STATEMENT_DO,
    MOJOSHADER_AST_STATEMENT_WHILE,
    MOJOSHADER_AST_STATEMENT_RETURN,
    MOJOSHADER_AST_STATEMENT_TYPEDEF,
    MOJOSHADER_AST_STATEMENT_STRUCT,
    MOJOSHADER_AST_STATEMENT_VARDECL,
    MOJOSHADER_AST_STATEMENT_END_RANGE,

    MOJOSHADER_AST_MISC_START_RANGE,        /* misc. syntactic glue. */
    MOJOSHADER_AST_FUNCTION_PARAMS,
    MOJOSHADER_AST_FUNCTION_SIGNATURE,
    MOJOSHADER_AST_SCALAR_OR_ARRAY,
    MOJOSHADER_AST_TYPEDEF,
    MOJOSHADER_AST_PACK_OFFSET,
    MOJOSHADER_AST_VARIABLE_LOWLEVEL,
    MOJOSHADER_AST_ANNOTATION,
    MOJOSHADER_AST_VARIABLE_DECLARATION,
    MOJOSHADER_AST_STRUCT_DECLARATION,
    MOJOSHADER_AST_STRUCT_MEMBER,
    MOJOSHADER_AST_SWITCH_CASE,
    MOJOSHADER_AST_ARGUMENTS,
    MOJOSHADER_AST_MISC_END_RANGE,

    MOJOSHADER_AST_END_RANGE
} MOJOSHADER_astNodeType;

typedef struct MOJOSHADER_astNodeInfo
{
    MOJOSHADER_astNodeType type;
    const char *filename;
    unsigned int line;
} MOJOSHADER_astNodeInfo;

typedef enum MOJOSHADER_astVariableAttributes
{
    MOJOSHADER_AST_VARATTR_EXTERN = (1 << 0),
    MOJOSHADER_AST_VARATTR_NOINTERPOLATION = (1 << 1),
    MOJOSHADER_AST_VARATTR_SHARED = (1 << 2),
    MOJOSHADER_AST_VARATTR_STATIC = (1 << 3),
    MOJOSHADER_AST_VARATTR_UNIFORM = (1 << 4),
    MOJOSHADER_AST_VARATTR_VOLATILE = (1 << 5),
    MOJOSHADER_AST_VARATTR_CONST = (1 << 6),
    MOJOSHADER_AST_VARATTR_ROWMAJOR = (1 << 7),
    MOJOSHADER_AST_VARATTR_COLUMNMAJOR = (1 << 8)
} MOJOSHADER_astVariableAttributes;

typedef enum MOJOSHADER_astIfAttributes
{
    MOJOSHADER_AST_IFATTR_NONE,
    MOJOSHADER_AST_IFATTR_BRANCH,
    MOJOSHADER_AST_IFATTR_FLATTEN,
    MOJOSHADER_AST_IFATTR_IFALL,
    MOJOSHADER_AST_IFATTR_IFANY,
    MOJOSHADER_AST_IFATTR_PREDICATE,
    MOJOSHADER_AST_IFATTR_PREDICATEBLOCK,
} MOJOSHADER_astIfAttributes;

typedef enum MOJOSHADER_astSwitchAttributes
{
    MOJOSHADER_AST_SWITCHATTR_NONE,
    MOJOSHADER_AST_SWITCHATTR_FLATTEN,
    MOJOSHADER_AST_SWITCHATTR_BRANCH,
    MOJOSHADER_AST_SWITCHATTR_FORCECASE,
    MOJOSHADER_AST_SWITCHATTR_CALL
} MOJOSHADER_astSwitchAttributes;

/* You can cast any AST node pointer to this. */
typedef struct MOJOSHADER_astGeneric
{
    MOJOSHADER_astNodeInfo ast;
} MOJOSHADER_astGeneric;

typedef struct MOJOSHADER_astExpression
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
} MOJOSHADER_astExpression;

typedef struct MOJOSHADER_astArguments
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_ARGUMENTS */
    MOJOSHADER_astExpression *argument;
    struct MOJOSHADER_astArguments *next;
} MOJOSHADER_astArguments;

typedef struct MOJOSHADER_astExpressionUnary
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astExpression *operand;
} MOJOSHADER_astExpressionUnary;

typedef struct MOJOSHADER_astExpressionBinary
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astExpression *left;
    MOJOSHADER_astExpression *right;
} MOJOSHADER_astExpressionBinary;

typedef struct MOJOSHADER_astExpressionTernary
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astExpression *left;
    MOJOSHADER_astExpression *center;
    MOJOSHADER_astExpression *right;
} MOJOSHADER_astExpressionTernary;

/* Identifier indexes aren't available until semantic analysis phase completes.
 *  It provides a unique id for this identifier's variable.
 *  It will be negative for global scope, positive for function scope
 *  (global values are globally unique, function values are only
 *  unique within the scope of the given function). There's a different
 *  set of indices if this identifier is a function (positive for
 *  user-defined functions, negative for intrinsics).
 *  May be zero for various reasons (unknown identifier, etc).
 */
typedef struct MOJOSHADER_astExpressionIdentifier
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_IDENTIFIER */
    const MOJOSHADER_astDataType *datatype;
    const char *identifier;
    int index;
} MOJOSHADER_astExpressionIdentifier;

typedef struct MOJOSHADER_astExpressionIntLiteral
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_INT_LITERAL */
    const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_INT */
    int value;
} MOJOSHADER_astExpressionIntLiteral;

typedef struct MOJOSHADER_astExpressionFloatLiteral
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_FLOAT_LITERAL */
    const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_FLOAT */
    double value;
} MOJOSHADER_astExpressionFloatLiteral;

typedef struct MOJOSHADER_astExpressionStringLiteral
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_STRING_LITERAL */
    const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_STRING */
    const char *string;
} MOJOSHADER_astExpressionStringLiteral;

typedef struct MOJOSHADER_astExpressionBooleanLiteral
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_BOOLEAN_LITERAL */
    const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_BOOL */
    int value;  /* Always 1 or 0. */
} MOJOSHADER_astExpressionBooleanLiteral;

typedef struct MOJOSHADER_astExpressionConstructor
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_CONSTRUCTOR */
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astArguments *args;
} MOJOSHADER_astExpressionConstructor;

typedef struct MOJOSHADER_astExpressionDerefStruct
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_DEREF_STRUCT */
    const MOJOSHADER_astDataType *datatype;
    /* !!! FIXME:
     *  "identifier" is misnamed; this might not be an identifier at all:
     *    x = FunctionThatReturnsAStruct().SomeMember;
     */
    MOJOSHADER_astExpression *identifier;
    const char *member;
    int isswizzle;  /* Always 1 or 0. Never set by parseAst()! */
    int member_index;  /* Never set by parseAst()! */
} MOJOSHADER_astExpressionDerefStruct;

typedef struct MOJOSHADER_astExpressionCallFunction
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_CALLFUNC */
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astExpressionIdentifier *identifier;
    MOJOSHADER_astArguments *args;
} MOJOSHADER_astExpressionCallFunction;

typedef struct MOJOSHADER_astExpressionCast
{
    MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_CAST */
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astExpression *operand;
} MOJOSHADER_astExpressionCast;

typedef struct MOJOSHADER_astCompilationUnit
{
    MOJOSHADER_astNodeInfo ast;
    struct MOJOSHADER_astCompilationUnit *next;
} MOJOSHADER_astCompilationUnit;

typedef enum MOJOSHADER_astFunctionStorageClass
{
    MOJOSHADER_AST_FNSTORECLS_NONE,
    MOJOSHADER_AST_FNSTORECLS_INLINE
} MOJOSHADER_astFunctionStorageClass;

typedef enum MOJOSHADER_astInputModifier
{
    MOJOSHADER_AST_INPUTMOD_NONE,
    MOJOSHADER_AST_INPUTMOD_IN,
    MOJOSHADER_AST_INPUTMOD_OUT,
    MOJOSHADER_AST_INPUTMOD_INOUT,
    MOJOSHADER_AST_INPUTMOD_UNIFORM
} MOJOSHADER_astInputModifier;

typedef enum MOJOSHADER_astInterpolationModifier
{
    MOJOSHADER_AST_INTERPMOD_NONE,
    MOJOSHADER_AST_INTERPMOD_LINEAR,
    MOJOSHADER_AST_INTERPMOD_CENTROID,
    MOJOSHADER_AST_INTERPMOD_NOINTERPOLATION,
    MOJOSHADER_AST_INTERPMOD_NOPERSPECTIVE,
    MOJOSHADER_AST_INTERPMOD_SAMPLE
} MOJOSHADER_astInterpolationModifier;

typedef struct MOJOSHADER_astFunctionParameters
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astInputModifier input_modifier;
    const char *identifier;
    const char *semantic;
    MOJOSHADER_astInterpolationModifier interpolation_modifier;
    MOJOSHADER_astExpression *initializer;
    struct MOJOSHADER_astFunctionParameters *next;
} MOJOSHADER_astFunctionParameters;

typedef struct MOJOSHADER_astFunctionSignature
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    const char *identifier;
    MOJOSHADER_astFunctionParameters *params;
    MOJOSHADER_astFunctionStorageClass storage_class;
    const char *semantic;
} MOJOSHADER_astFunctionSignature;

typedef struct MOJOSHADER_astScalarOrArray
{
    MOJOSHADER_astNodeInfo ast;
    const char *identifier;
    int isarray;  /* boolean: 1 or 0 */
    MOJOSHADER_astExpression *dimension;
} MOJOSHADER_astScalarOrArray;

typedef struct MOJOSHADER_astAnnotations
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astExpression *initializer;
    struct MOJOSHADER_astAnnotations *next;
} MOJOSHADER_astAnnotations;

typedef struct MOJOSHADER_astPackOffset
{
    MOJOSHADER_astNodeInfo ast;
    const char *ident1;   /* !!! FIXME: rename this. */
    const char *ident2;
} MOJOSHADER_astPackOffset;

typedef struct MOJOSHADER_astVariableLowLevel
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astPackOffset *packoffset;
    const char *register_name;
} MOJOSHADER_astVariableLowLevel;

typedef struct MOJOSHADER_astStructMembers
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    const char *semantic;
    MOJOSHADER_astScalarOrArray *details;
    MOJOSHADER_astInterpolationModifier interpolation_mod;
    struct MOJOSHADER_astStructMembers *next;
} MOJOSHADER_astStructMembers;

typedef struct MOJOSHADER_astStructDeclaration
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    const char *name;
    MOJOSHADER_astStructMembers *members;
} MOJOSHADER_astStructDeclaration;

typedef struct MOJOSHADER_astVariableDeclaration
{
    MOJOSHADER_astNodeInfo ast;
    int attributes;
    const MOJOSHADER_astDataType *datatype;
    MOJOSHADER_astStructDeclaration *anonymous_datatype;
    MOJOSHADER_astScalarOrArray *details;
    const char *semantic;
    MOJOSHADER_astAnnotations *annotations;
    MOJOSHADER_astExpression *initializer;
    MOJOSHADER_astVariableLowLevel *lowlevel;
    struct MOJOSHADER_astVariableDeclaration *next;
} MOJOSHADER_astVariableDeclaration;

typedef struct MOJOSHADER_astStatement
{
    MOJOSHADER_astNodeInfo ast;
    struct MOJOSHADER_astStatement *next;
} MOJOSHADER_astStatement;

typedef MOJOSHADER_astStatement MOJOSHADER_astEmptyStatement;
typedef MOJOSHADER_astStatement MOJOSHADER_astBreakStatement;
typedef MOJOSHADER_astStatement MOJOSHADER_astContinueStatement;
typedef MOJOSHADER_astStatement MOJOSHADER_astDiscardStatement;

/* something enclosed in "{}" braces. */
typedef struct MOJOSHADER_astBlockStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    MOJOSHADER_astStatement *statements;  /* list of child statements. */
} MOJOSHADER_astBlockStatement;

typedef struct MOJOSHADER_astReturnStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    MOJOSHADER_astExpression *expr;
} MOJOSHADER_astReturnStatement;

typedef struct MOJOSHADER_astExpressionStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    MOJOSHADER_astExpression *expr;
} MOJOSHADER_astExpressionStatement;

typedef struct MOJOSHADER_astIfStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    int attributes;
    MOJOSHADER_astExpression *expr;
    MOJOSHADER_astStatement *statement;
    MOJOSHADER_astStatement *else_statement;
} MOJOSHADER_astIfStatement;

typedef struct MOJOSHADER_astSwitchCases
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astExpression *expr;
    MOJOSHADER_astStatement *statement;
    struct MOJOSHADER_astSwitchCases *next;
} MOJOSHADER_astSwitchCases;

typedef struct MOJOSHADER_astSwitchStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    int attributes;
    MOJOSHADER_astExpression *expr;
    MOJOSHADER_astSwitchCases *cases;
} MOJOSHADER_astSwitchStatement;

typedef struct MOJOSHADER_astWhileStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    int unroll;  /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
    MOJOSHADER_astExpression *expr;
    MOJOSHADER_astStatement *statement;
} MOJOSHADER_astWhileStatement;

typedef MOJOSHADER_astWhileStatement MOJOSHADER_astDoStatement;

typedef struct MOJOSHADER_astForStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    int unroll;  /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
    MOJOSHADER_astVariableDeclaration *var_decl;  /* either this ... */
    MOJOSHADER_astExpression *initializer;        /*  ... or this will used. */
    MOJOSHADER_astExpression *looptest;
    MOJOSHADER_astExpression *counter;
    MOJOSHADER_astStatement *statement;
} MOJOSHADER_astForStatement;

typedef struct MOJOSHADER_astTypedef
{
    MOJOSHADER_astNodeInfo ast;
    const MOJOSHADER_astDataType *datatype;
    int isconst;  /* boolean: 1 or 0 */
    MOJOSHADER_astScalarOrArray *details;
} MOJOSHADER_astTypedef;

typedef struct MOJOSHADER_astTypedefStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    MOJOSHADER_astTypedef *type_info;
} MOJOSHADER_astTypedefStatement;

typedef struct MOJOSHADER_astVarDeclStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    MOJOSHADER_astVariableDeclaration *declaration;
} MOJOSHADER_astVarDeclStatement;

typedef struct MOJOSHADER_astStructStatement
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astStatement *next;
    MOJOSHADER_astStructDeclaration *struct_info;
} MOJOSHADER_astStructStatement;

typedef struct MOJOSHADER_astCompilationUnitFunction
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astCompilationUnit *next;
    MOJOSHADER_astFunctionSignature *declaration;
    MOJOSHADER_astStatement *definition;
    int index;  /* unique id. Will be 0 until semantic analysis runs. */
} MOJOSHADER_astCompilationUnitFunction;

typedef struct MOJOSHADER_astCompilationUnitTypedef
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astCompilationUnit *next;
    MOJOSHADER_astTypedef *type_info;
} MOJOSHADER_astCompilationUnitTypedef;

typedef struct MOJOSHADER_astCompilationUnitStruct
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astCompilationUnit *next;
    MOJOSHADER_astStructDeclaration *struct_info;
} MOJOSHADER_astCompilationUnitStruct;

typedef struct MOJOSHADER_astCompilationUnitVariable
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astCompilationUnit *next;
    MOJOSHADER_astVariableDeclaration *declaration;
} MOJOSHADER_astCompilationUnitVariable;


/* this is way cleaner than all the nasty typecasting. */
typedef union MOJOSHADER_astNode
{
    MOJOSHADER_astNodeInfo ast;
    MOJOSHADER_astGeneric generic;
    MOJOSHADER_astExpression expression;
    MOJOSHADER_astArguments arguments;
    MOJOSHADER_astExpressionUnary unary;
    MOJOSHADER_astExpressionBinary binary;
    MOJOSHADER_astExpressionTernary ternary;
    MOJOSHADER_astExpressionIdentifier identifier;
    MOJOSHADER_astExpressionIntLiteral intliteral;
    MOJOSHADER_astExpressionFloatLiteral floatliteral;
    MOJOSHADER_astExpressionStringLiteral stringliteral;
    MOJOSHADER_astExpressionBooleanLiteral boolliteral;
    MOJOSHADER_astExpressionConstructor constructor;
    MOJOSHADER_astExpressionDerefStruct derefstruct;
    MOJOSHADER_astExpressionCallFunction callfunc;
    MOJOSHADER_astExpressionCast cast;
    MOJOSHADER_astCompilationUnit compunit;
    MOJOSHADER_astFunctionParameters params;
    MOJOSHADER_astFunctionSignature funcsig;
    MOJOSHADER_astScalarOrArray soa;
    MOJOSHADER_astAnnotations annotations;
    MOJOSHADER_astPackOffset packoffset;
    MOJOSHADER_astVariableLowLevel varlowlevel;
    MOJOSHADER_astStructMembers structmembers;
    MOJOSHADER_astStructDeclaration structdecl;
    MOJOSHADER_astVariableDeclaration vardecl;
    MOJOSHADER_astStatement stmt;
    MOJOSHADER_astEmptyStatement emptystmt;
    MOJOSHADER_astBreakStatement breakstmt;
    MOJOSHADER_astContinueStatement contstmt;
    MOJOSHADER_astDiscardStatement discardstmt;
    MOJOSHADER_astBlockStatement blockstmt;
    MOJOSHADER_astReturnStatement returnstmt;
    MOJOSHADER_astExpressionStatement exprstmt;
    MOJOSHADER_astIfStatement ifstmt;
    MOJOSHADER_astSwitchCases cases;
    MOJOSHADER_astSwitchStatement switchstmt;
    MOJOSHADER_astWhileStatement whilestmt;
    MOJOSHADER_astDoStatement dostmt;
    MOJOSHADER_astForStatement forstmt;
    MOJOSHADER_astTypedef typdef;
    MOJOSHADER_astTypedefStatement typedefstmt;
    MOJOSHADER_astVarDeclStatement vardeclstmt;
    MOJOSHADER_astStructStatement structstmt;
    MOJOSHADER_astCompilationUnitFunction funcunit;
    MOJOSHADER_astCompilationUnitTypedef typedefunit;
    MOJOSHADER_astCompilationUnitStruct structunit;
    MOJOSHADER_astCompilationUnitVariable varunit;
} MOJOSHADER_astNode;


/*
 * Structure used to return data from parsing of a shader into an AST...
 */
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_astData
{
    /*
     * 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.
     *  Note that this will only produce errors for syntax problems. Most of
     *  the things we expect a compiler to produce errors for--incompatible
     *  types, unknown identifiers, etc--are not checked at all during
     *  initial generation of the syntax tree...bogus programs that would
     *  fail to compile will pass here without error, if they are syntactically
     *  correct!
     */
    MOJOSHADER_error *errors;

    /*
     * The name of the source profile used to parse the shader. Will be NULL
     *  on error.
     */
    const char *source_profile;

    /*
     * The actual syntax tree. You are responsible for walking it yourself.
     *  CompilationUnits are always the top of the tree (functions, typedefs,
     *  global variables, etc). Will be NULL on error.
     */
    const MOJOSHADER_astNode *ast;

    /*
     * 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;

    /*
     * This is internal data, and not for the application to touch.
     */
    void *opaque;
} MOJOSHADER_astData;


/*
 * You almost certainly don't need this function, unless you absolutely know
 *  why you need it without hesitation. This is almost certainly only good for
 *  building code analysis tools on top of.
 *
 * This is intended to parse HLSL source code, turning it into an abstract
 *  syntax tree.
 *
 * (srcprofile) specifies the source language of the shader. You can specify
 *  a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
 *
 * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
 *  actually access this file, as we obtain our data from (source). This
 *  string is copied when we need to report errors while processing (source),
 *  as opposed to errors in a file referenced via the #include directive in
 *  (source). If this is NULL, then errors will report the filename as NULL,
 *  too.
 *
 * (source) is an UTF-8 string of valid high-level shader source code.
 *  It does not need to be NULL-terminated.
 *
 * (sourcelen) is the length of the string pointed to by (source), in bytes.
 *
 * (defines) points to (define_count) preprocessor definitions, and can be
 *  NULL. These are treated by the preprocessor as if the source code started
 *  with one #define for each entry you pass in here.
 *
 * (include_open) and (include_close) let the app control the preprocessor's
 *  behaviour for #include statements. Both are optional and can be NULL, but
 *  both must be specified if either is specified.
 *
 * This will return a MOJOSHADER_astData. The data supplied here gives the
 *  application a tree-like structure they can walk to see the layout of
 *  a given program. When you are done with this data, pass it to
 *  MOJOSHADER_freeCompileData() to deallocate resources.
 *
 * 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_astData object, which is still safe to pass to
 *  MOJOSHADER_freeAstData()).
 *
 * 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(). 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 the various callback functions
 *  are, too, and that the parameters 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_astData *MOJOSHADER_parseAst(const char *srcprofile,
                                    const char *filename, const char *source,
                                    unsigned int sourcelen,
                                    const MOJOSHADER_preprocessorDefine *defs,
                                    unsigned int define_count,
                                    MOJOSHADER_includeOpen include_open,
                                    MOJOSHADER_includeClose include_close,
                                    MOJOSHADER_malloc m, MOJOSHADER_free f,
                                    void *d);


/* !!! FIXME: expose semantic analysis to the public API? */


/*
 * Call this to dispose of AST parsing results when you are done with them.
 *  This will call the MOJOSHADER_free function you provided to
 *  MOJOSHADER_parseAst() 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_parseAst() is, too.
 */
void MOJOSHADER_freeAstData(const MOJOSHADER_astData *data);


/* Intermediate Representation interface... */
/* !!! FIXME: there is currently no way to access the IR via the public API. */
typedef enum MOJOSHADER_irNodeType
{
    MOJOSHADER_IR_START_RANGE_EXPR,
    MOJOSHADER_IR_CONSTANT,
    MOJOSHADER_IR_TEMP,
    MOJOSHADER_IR_BINOP,
    MOJOSHADER_IR_MEMORY,
    MOJOSHADER_IR_CALL,
    MOJOSHADER_IR_ESEQ,
    MOJOSHADER_IR_ARRAY,
    MOJOSHADER_IR_CONVERT,
    MOJOSHADER_IR_SWIZZLE,
    MOJOSHADER_IR_CONSTRUCT,
    MOJOSHADER_IR_END_RANGE_EXPR,

    MOJOSHADER_IR_START_RANGE_STMT,
    MOJOSHADER_IR_MOVE,
    MOJOSHADER_IR_EXPR_STMT,
    MOJOSHADER_IR_JUMP,
    MOJOSHADER_IR_CJUMP,
    MOJOSHADER_IR_SEQ,
    MOJOSHADER_IR_LABEL,
    MOJOSHADER_IR_DISCARD,
    MOJOSHADER_IR_END_RANGE_STMT,

    MOJOSHADER_IR_START_RANGE_MISC,
    MOJOSHADER_IR_EXPRLIST,
    MOJOSHADER_IR_END_RANGE_MISC,

    MOJOSHADER_IR_END_RANGE
} MOJOSHADER_irNodeType;

typedef struct MOJOSHADER_irNodeInfo
{
    MOJOSHADER_irNodeType type;
    const char *filename;
    unsigned int line;
} MOJOSHADER_irNodeInfo;

typedef struct MOJOSHADER_irExprList MOJOSHADER_irExprList;

/*
 * IR nodes are categorized into Expressions, Statements, and Everything Else.
 *  You can cast any of them to MOJOSHADER_irGeneric, but this split is
 *  useful for slightly better type-checking (you can't cleanly assign
 *  something that doesn't return a value to something that wants one, etc).
 * These broader categories are just unions of the simpler types, so the
 *  real definitions are below all the things they contain (but these
 *  predeclarations are because the simpler types refer to the broader
 *  categories).
 */
typedef union MOJOSHADER_irExpression MOJOSHADER_irExpression;  /* returns a value. */
typedef union MOJOSHADER_irStatement MOJOSHADER_irStatement;   /* no returned value. */
typedef union MOJOSHADER_irMisc MOJOSHADER_irMisc;        /* Everything Else. */
typedef union MOJOSHADER_irNode MOJOSHADER_irNode;        /* Generic uber-wrapper. */

/* You can cast any IR node pointer to this. */
typedef struct MOJOSHADER_irGeneric
{
    MOJOSHADER_irNodeInfo ir;
} MOJOSHADER_irGeneric;


/* These are used for MOJOSHADER_irBinOp */
typedef enum MOJOSHADER_irBinOpType
{
    MOJOSHADER_IR_BINOP_ADD,
    MOJOSHADER_IR_BINOP_SUBTRACT,
    MOJOSHADER_IR_BINOP_MULTIPLY,
    MOJOSHADER_IR_BINOP_DIVIDE,
    MOJOSHADER_IR_BINOP_MODULO,
    MOJOSHADER_IR_BINOP_AND,
    MOJOSHADER_IR_BINOP_OR,
    MOJOSHADER_IR_BINOP_XOR,
    MOJOSHADER_IR_BINOP_LSHIFT,
    MOJOSHADER_IR_BINOP_RSHIFT,
    MOJOSHADER_IR_BINOP_UNKNOWN
} MOJOSHADER_irBinOpType;

typedef enum MOJOSHADER_irConditionType
{
    MOJOSHADER_IR_COND_EQL,
    MOJOSHADER_IR_COND_NEQ,
    MOJOSHADER_IR_COND_LT,
    MOJOSHADER_IR_COND_GT,
    MOJOSHADER_IR_COND_LEQ,
    MOJOSHADER_IR_COND_GEQ,
    MOJOSHADER_IR_COND_UNKNOWN
} MOJOSHADER_irConditionType;


/* MOJOSHADER_irExpression types... */

typedef struct MOJOSHADER_irExprInfo
{
    MOJOSHADER_irNodeInfo ir;
    MOJOSHADER_astDataTypeType type;
    int elements;
} MOJOSHADER_irExprInfo;

typedef struct MOJOSHADER_irConstant    /* Constant value */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CONSTANT */
    union
    {
        int ival[16];
        float fval[16];
    } value;
} MOJOSHADER_irConstant;

typedef struct MOJOSHADER_irTemp /* temp value (not necessarily a register). */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_TEMP */
    int index;
} MOJOSHADER_irTemp;

typedef struct MOJOSHADER_irBinOp  /* binary operator (+, -, etc) */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_BINOP */
    MOJOSHADER_irBinOpType op;
    MOJOSHADER_irExpression *left;
    MOJOSHADER_irExpression *right;
} MOJOSHADER_irBinOp;

typedef struct MOJOSHADER_irMemory
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_MEMORY */
    int index;  /* not final addresses, just a unique identifier. */
} MOJOSHADER_irMemory;

typedef struct MOJOSHADER_irCall
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CALL */
    int index;
    MOJOSHADER_irExprList *args;
} MOJOSHADER_irCall;

typedef struct MOJOSHADER_irESeq  /* statement with result */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_ESEQ */
    MOJOSHADER_irStatement *stmt;  /* execute this for side-effects, then... */
    MOJOSHADER_irExpression *expr; /* ...use this for the result. */
} MOJOSHADER_irESeq;

typedef struct MOJOSHADER_irArray  /* Array dereference. */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_ARRAY */
    MOJOSHADER_irExpression *array;
    MOJOSHADER_irExpression *element;
} MOJOSHADER_irArray;

typedef struct MOJOSHADER_irConvert  /* casting between datatypes */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CONVERT */
    MOJOSHADER_irExpression *expr;
} MOJOSHADER_irConvert;

typedef struct MOJOSHADER_irSwizzle  /* vector swizzle */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_SWIZZLE */
    MOJOSHADER_irExpression *expr;
    char channels[4];
} MOJOSHADER_irSwizzle;

typedef struct MOJOSHADER_irConstruct  /* vector construct from discrete items */
{
    MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CONTSTRUCT */
    MOJOSHADER_irExprList *args;
} MOJOSHADER_irConstruct;

/* Wrap the whole category in a union for type "safety." */
union MOJOSHADER_irExpression
{
    MOJOSHADER_irNodeInfo ir;
    MOJOSHADER_irExprInfo info;
    MOJOSHADER_irConstant constant;
    MOJOSHADER_irTemp temp;
    MOJOSHADER_irBinOp binop;
    MOJOSHADER_irMemory memory;
    MOJOSHADER_irCall call;
    MOJOSHADER_irESeq eseq;
    MOJOSHADER_irArray array;
    MOJOSHADER_irConvert convert;
    MOJOSHADER_irSwizzle swizzle;
    MOJOSHADER_irConstruct construct;
};

/* MOJOSHADER_irStatement types. */

typedef struct MOJOSHADER_irMove  /* load/store. */
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_MOVE */
    MOJOSHADER_irExpression *dst; /* must result in a temp or mem! */
    MOJOSHADER_irExpression *src;
    int writemask;  // for write-masking vector channels.
} MOJOSHADER_irMove;

typedef struct MOJOSHADER_irExprStmt  /* evaluate expression, throw it away. */
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_EXPR_STMT */
    MOJOSHADER_irExpression *expr;
} MOJOSHADER_irExprStmt;

typedef struct MOJOSHADER_irJump  /* unconditional jump */
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_JUMP */
    int label;
    // !!! FIXME: possible label list, for further optimization passes.
} MOJOSHADER_irJump;

typedef struct MOJOSHADER_irCJump  /* conditional jump */
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_CJUMP */
    MOJOSHADER_irConditionType cond;
    MOJOSHADER_irExpression *left;  /* if (left cond right) */
    MOJOSHADER_irExpression *right;
    int iftrue;  /* label id for true case. */
    int iffalse; /* label id for false case. */
} MOJOSHADER_irCJump;

typedef struct MOJOSHADER_irSeq  /* statement without side effects */
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_SEQ */
    MOJOSHADER_irStatement *first;
    MOJOSHADER_irStatement *next;
} MOJOSHADER_irSeq;

typedef struct MOJOSHADER_irLabel  /* like a label in assembly language. */
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_LABEL */
    int index;
} MOJOSHADER_irLabel;

typedef MOJOSHADER_irGeneric MOJOSHADER_irDiscard;  /* discard statement. */


/* Wrap the whole category in a union for type "safety." */
union MOJOSHADER_irStatement
{
    MOJOSHADER_irNodeInfo ir;
    MOJOSHADER_irGeneric generic;
    MOJOSHADER_irMove move;
    MOJOSHADER_irExprStmt expr;
    MOJOSHADER_irJump jump;
    MOJOSHADER_irCJump cjump;
    MOJOSHADER_irSeq seq;
    MOJOSHADER_irLabel label;
    MOJOSHADER_irDiscard discard;
};

/* MOJOSHADER_irMisc types. */

struct MOJOSHADER_irExprList
{
    MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_EXPRLIST */
    MOJOSHADER_irExpression *expr;
    MOJOSHADER_irExprList *next;
};

/* Wrap the whole category in a union for type "safety." */
union MOJOSHADER_irMisc
{
    MOJOSHADER_irNodeInfo ir;
    MOJOSHADER_irGeneric generic;
    MOJOSHADER_irExprList exprlist;
};

/* This is a catchall for all your needs. :) */
union MOJOSHADER_irNode
{
    MOJOSHADER_irNodeInfo ir;
    MOJOSHADER_irGeneric generic;
    MOJOSHADER_irExpression expr;
    MOJOSHADER_irStatement stmt;
    MOJOSHADER_irMisc misc;
};


/* Compiler interface... */

/*
 * Structure used to return data from parsing of a shader...
 */
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_compileData
{
    /*
     * The number of elements pointed to by (errors).
     */
    int error_count;

    /*
     * (error_count) elements of data that specify errors that were generated
     *  by compiling this shader.
     * This can be NULL if there were no errors or if (error_count) is zero.
     */
    MOJOSHADER_error *errors;

    /*
     * The number of elements pointed to by (warnings).
     */
    int warning_count;

    /*
     * (warning_count) elements of data that specify errors that were
     *  generated by compiling this shader.
     * This can be NULL if there were no errors or if (warning_count) is zero.
     */
    MOJOSHADER_error *warnings;

    /*
     * The name of the source profile used to compile the shader. Will be NULL
     *  on error.
     */
    const char *source_profile;

    /*
     * Bytes of output from compiling. This will be a null-terminated ASCII
     *  string of D3D assembly source code.
     */
    const char *output;

    /*
     * Byte count for output, not counting any null terminator.
     *  Will be 0 on error.
     */
    int output_len;

    /*
     * 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 can be used by MOJOSHADER_assemble() to
     *  generate a CTAB section in bytecode, which is needed by
     *  MOJOSHADER_parseData() to handle some shaders. This can be NULL on
     *  error or if (symbol_count) is zero.
     */
    MOJOSHADER_symbol *symbols;

    /*
     * 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_compileData;


/*
 * This function is optional. Use this to compile high-level shader programs.
 *
 * This is intended to turn HLSL source code into D3D assembly code, which
 *  can then be passed to MOJOSHADER_assemble() to convert it to D3D bytecode
 *  (which can then be used with MOJOSHADER_parseData() to support other
 *  shading targets).
 *
 * (srcprofile) specifies the source language of the shader. You can specify
 *  a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
 *
 * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
 *  actually access this file, as we obtain our data from (source). This
 *  string is copied when we need to report errors while processing (source),
 *  as opposed to errors in a file referenced via the #include directive in
 *  (source). If this is NULL, then errors will report the filename as NULL,
 *  too.
 *
 * (source) is an UTF-8 string of valid high-level shader source code.
 *  It does not need to be NULL-terminated.
 *
 * (sourcelen) is the length of the string pointed to by (source), in bytes.
 *
 * (defines) points to (define_count) preprocessor definitions, and can be
 *  NULL. These are treated by the preprocessor as if the source code started
 *  with one #define for each entry you pass in here.
 *
 * (include_open) and (include_close) let the app control the preprocessor's
 *  behaviour for #include statements. Both are optional and can be NULL, but
 *  both must be specified if either is specified.
 *
 * This will return a MOJOSHADER_compileData. The data supplied here is
 *  sufficient to supply to MOJOSHADER_assemble() for further processing.
 *  When you are done with this data, pass it to MOJOSHADER_freeCompileData()
 *  to deallocate resources.
 *
 * 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_compileData object, which is still safe to pass to
 *  MOJOSHADER_freeCompileData()).
 *
 * As compiling 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 the various callback functions
 *  are, too, and that the parameters remains intact for the duration of the
 *  call. This allows you to compile several shaders on separate CPU cores
 *  at the same time.
 */
const MOJOSHADER_compileData *MOJOSHADER_compile(const char *srcprofile,
                                    const char *filename, const char *source,
                                    unsigned int sourcelen,
                                    const MOJOSHADER_preprocessorDefine *defs,
                                    unsigned int define_count,
                                    MOJOSHADER_includeOpen include_open,
                                    MOJOSHADER_includeClose include_close,
                                    MOJOSHADER_malloc m, MOJOSHADER_free f,
                                    void *d);


/*
 * Call this to dispose of compile results when you are done with them.
 *  This will call the MOJOSHADER_free function you provided to
 *  MOJOSHADER_compile() 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_compile() is, too.
 */
void MOJOSHADER_freeCompileData(const MOJOSHADER_compileData *data);


/* OpenGL interface... */

/*
 * Signature for function lookup callbacks. MojoShader will call a function
 *  you provide to get OpenGL entry points (both standard functions and
 *  extensions). Through this, MojoShader never links directly to OpenGL,
 *  but relies on you to provide the implementation. This means you can
 *  swap in different drivers, or hook functions (log every GL call MojoShader
 *  makes, etc).
 *
 * (fnname) is the function name we want the address for ("glBegin" or
 *  whatever. (data) is a void pointer you provide, if this callback needs
 *  extra information. If you don't need it, you may specify NULL.
 *
 * Return the entry point on success, NULL if it couldn't be found.
 *  Note that this could ask for standard entry points like glEnable(), or
 *  extensions like glProgramLocalParameterI4ivNV(), so you might need
 *  to check two places to find the desired entry point, depending on your
 *  platform (Windows might need to look in OpenGL32.dll and use WGL, etc).
 */
typedef void *(*MOJOSHADER_glGetProcAddress)(const char *fnname, void *data);


/*
 * "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;


/*
 * 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, via (lookup) and (d). 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.
 *
 * 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(MOJOSHADER_glGetProcAddress lookup, void *d,
                                   const char **profs, const int size);


/*
 * Determine the best profile to use for the current system.
 *
 * 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 via (lookup) and (d). 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(MOJOSHADER_glGetProcAddress lookup, void *d);


/*
 * 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 via (lookup) and (lookup_d), after which
 *  it may call them at any time up until you call
 *  MOJOSHADER_glDestroyContext(). The lookup function is neither stored nor
 *  used by MojoShader after this function returns.
 *
 * (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. The pointer
 *  you supply in (lookup_d) is passed as-is to the callback.
 *
 * 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
 *  (malloc_d) parameter. This pointer is passed as-is to your (m) and (f)
 *  functions.
 *
 * 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().
 *
 * 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.
 */
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
                                        MOJOSHADER_glGetProcAddress lookup,
                                        void *lookup_d,
                                        MOJOSHADER_malloc m, MOJOSHADER_free f,
                                        void *malloc_d);

/*
 * You must call this before using the context that you got from
 *  MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
 *  context.
 *
 * 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);

/*
 * 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.
 *
 * 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
 *  error results from a failed MOJOSHADER_glCreateContext().
 */
const char *MOJOSHADER_glGetError(void);

/*
 * 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);

/*
 * 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.
 *   (swiz) and (swizcount) are passed to MOJOSHADER_parse() unmolested.
 *
 * Returns NULL on error, or a shader handle on success.
 *
 * 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().
 *
 * Compiled shaders from this function may not be shared between contexts.
 */
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
                                                const unsigned int bufsize,
                                                const MOJOSHADER_swizzle *swiz,
                                                const unsigned int swizcount);


/*
 * 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);
/*
 * 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.
 *
 * It is illegal to give a vertex shader for (pshader) or a pixel shader
 *  for (vshader).
 *
 * Once you have successfully linked a program, you may render with it.
 *
 * Returns NULL on error, or a program handle on success.
 *
 * 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().
 *
 * Linked programs from this function may not be shared between contexts.
 */
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
                                               MOJOSHADER_glShader *pshader);

/*
 * 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.
 *
 * 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().
 */
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);

/*
 * This binds individual shaders as if you had linked them with
 *  MOJOSHADER_glLinkProgram(), and used MOJOSHADER_glBindProgram() on the
 *  linked result.
 *
 * MojoShader will handle linking behind the scenes, and keep a cache of
 *  programs linked here. Programs are removed from this cache when one of the
 *  invidual shaders in it is deleted, otherwise they remain cached so future
 *  calls to this function don't need to relink a previously-used shader
 *  grouping.
 *
 * This function is for convenience, as the API is closer to how Direct3D
 *  works, and retrofitting linking into your app can be difficult;
 *  frequently, you just end up building your own cache, anyhow.
 *
 * Calling with all shaders set to NULL is equivalent to calling
 *  MOJOSHADER_glBindProgram(NULL).
 *
 * 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().
 */
void MOJOSHADER_glBindShaders(MOJOSHADER_glShader *vshader,
                              MOJOSHADER_glShader *pshader);

/*
 * 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.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
                                          unsigned int vec4count);

/*
 * Retrieve 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 space for (vec4count*4) floats.
 *  (data) will be filled will current values in the register file. Results
 *  are undefined if you request data past the end of the register file or
 *  previously uninitialized registers.
 *
 * This is a "fast" call; we're just reading memory from internal memory. We
 *  do not query the GPU or the GL for this information.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glGetVertexShaderUniformF(unsigned int idx, 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.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
                                          unsigned int ivec4count);

/*
 * Retrieve 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 space for (ivec4count*4) ints.
 *  (data) will be filled will current values in the register file. Results
 *  are undefined if you request data past the end of the register file or
 *  previously uninitialized registers.
 *
 * This is a "fast" call; we're just reading memory from internal memory. We
 *  do not query the GPU or the GL for this information.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glGetVertexShaderUniformI(unsigned int idx, 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.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
                                          unsigned int bcount);

/*
 * Retrieve 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".
 *  This function will always return true values as 1, regardless of what
 *  non-zero integer you originally used to set the registers.
 *
 * (idx) is the index into the internal array.
 * (data) is a pointer to space for (bcount) ints.
 *  (data) will be filled will current values in the register file. Results
 *  are undefined if you request data past the end of the register file or
 *  previously uninitialized registers.
 *
 * This is a "fast" call; we're just reading memory from internal memory. We
 *  do not query the GPU or the GL for this information.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glGetVertexShaderUniformB(unsigned int idx, int *data,
                                          unsigned int bcount);

/*
 * 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.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
                                         unsigned int vec4count);


/*
 * The equivalent of MOJOSHADER_glGetVertexShaderUniformF() for pixel
 *  shaders. Other than using a different internal array that is specific
 *  to pixel shaders, this functions just like its vertex array equivalent.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glGetPixelShaderUniformF(unsigned int idx, float *data,
                                         unsigned int vec4count);


/*
 * The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel
 *  shaders. Other than using a different internal array that is specific
 *  to pixel shaders, this functions just like its vertex array equivalent.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
                                         unsigned int ivec4count);


/*
 * The equivalent of MOJOSHADER_glGetVertexShaderUniformI() for pixel
 *  shaders. Other than using a different internal array that is specific
 *  to pixel shaders, this functions just like its vertex array equivalent.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glGetPixelShaderUniformI(unsigned int idx, int *data,
                                         unsigned int ivec4count);

/*
 * The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel
 *  shaders. Other than using a different internal array that is specific
 *  to pixel shaders, this functions just like its vertex array equivalent.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
                                         unsigned int bcount);

/*
 * The equivalent of MOJOSHADER_glGetVertexShaderUniformB() for pixel
 *  shaders. Other than using a different internal array that is specific
 *  to pixel shaders, this functions just like its vertex array equivalent.
 *
 * 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().
 *
 * Uniforms are not shared between contexts.
 */
void MOJOSHADER_glGetPixelShaderUniformB(unsigned int idx, int *data,
                                         unsigned int bcount);

/*
 * Set up the vector for the TEXBEM opcode. Most apps can ignore this API.
 *
 * Shader Model 1.1 through 1.3 had an instruction for "fake bump mapping"
 *  called TEXBEM. To use it, you had to set some sampler states,
 *  D3DTSS_BUMPENVMATxx, which would be referenced by the opcode.
 *
 * This functionality was removed from Shader Model 1.4 and later, because
 *  it was special-purpose and limited. The functionality could be built on
 *  more general opcodes, and the sampler state could be supplied in a more
 *  general uniform.
 *
 * However, to support this opcode, we supply a way to specify that sampler
 *  state, and the OpenGL glue code does the right thing to pass that
 *  information to the shader.
 *
 * This call maps to IDirect3DDevice::SetTextureStageState() with the
 *  D3DTSS_BUMPENVMAT00, D3DTSS_BUMPENVMAT01, D3DTSS_BUMPENVMAT10,
 *  D3DTSS_BUMPENVMAT11, D3DTSS_BUMPENVLSCALE, and D3DTSS_BUMPENVLOFFSET
 *  targets. This is only useful for Shader Model < 1.4 pixel shaders, if
 *  they use the TEXBEM or TEXBEML opcode. If you aren't sure, you don't need
 *  this function.
 *
 * Like the rest of your uniforms, you must call MOJOSHADER_glProgramReady()
 *  between setting new values and drawing with them.
 *
 * 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().
 *
 * These values are not shared between contexts.
 */
void MOJOSHADER_glSetLegacyBumpMapEnv(unsigned int sampler, float mat00,
                                      float mat01, float mat10, float mat11,
                                      float lscale, float loffset);

/*
 * Connect a client-side array to the currently-bound program.
 *
 * (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
 *  be MOJOSHADER_USAGE_COLOR and 1.
 *
 * The caller should bind VBOs before this call and treat (ptr) as an offset,
 *  if appropriate.
 *
 * MojoShader will figure out where to plug this stream into the
 *  currently-bound program, and enable the appropriate client-side array.
 *
 * (size), (type), (normalized), (stride), and (ptr) correspond to
 *  glVertexAttribPointer()'s parameters (in most cases, these get passed
 *  unmolested to that very entry point during this function).
 *
 * 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().
 *
 * Vertex attributes are not shared between contexts.
 */
 /* !!! FIXME: this should probably be "input" and not "attribute" */
 /* !!! FIXME: or maybe "vertex array" or something. */
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
                                     int index, unsigned int size,
                                     MOJOSHADER_attributeType type,
                                     int normalized, unsigned int stride,
                                     const void *ptr);




/* These below functions are temporary and will be removed from the API once
    the real Effects API is written. Do not use! */
void MOJOSHADER_glSetVertexPreshaderUniformF(unsigned int idx, const float *data,
                                             unsigned int vec4n);
void MOJOSHADER_glGetVertexPreshaderUniformF(unsigned int idx, float *data,
                                             unsigned int vec4n);
void MOJOSHADER_glSetPixelPreshaderUniformF(unsigned int idx, const float *data,
                                            unsigned int vec4n);
void MOJOSHADER_glGetPixelPreshaderUniformF(unsigned int idx, float *data,
                                            unsigned int vec4n);
/* These above functions are temporary and will be removed from the API once
    the real Effects API is written. Do not use! */




/*
 * Inform MojoShader that it should commit any pending state to the GL. This
 *  must be called after you bind a program and update any inputs, right
 *  before you start drawing, so any outstanding changes made to the shared
 *  constants array (etc) can propagate to the shader during this call.
 *
 * 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().
 */
void MOJOSHADER_glProgramReady(void);

/*
 * Free the resources of a linked program. This will delete the GL object
 *  and free memory.
 *
 * If the program is currently bound by MOJOSHADER_glBindProgram(), it will
 *  be deleted as soon as it becomes unbound.
 *
 * 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().
 */
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program);

/*
 * Free the resources of a compiled shader. This will delete the GL object
 *  and free memory.
 *
 * If the shader is currently referenced by a linked program (or is currently
 *  bound with MOJOSHADER_glBindShaders()), it will be deleted as soon as all
 *  referencing programs are deleted and it is no longer bound, too.
 *
 * 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().
 */
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader);

/*
 * Deinitialize MojoShader's OpenGL shader management.
 *
 * You must call this once, while your GL context (not MojoShader context) is
 *  still current, if you previously had a successful call to
 *  MOJOSHADER_glCreateContext(). This should be the last MOJOSHADER_gl*
 *  function you call until you've prepared a context again.
 *
 * This will clean up resources previously allocated, and may call into the GL.
 *
 * This will not clean up shaders and programs you created! Please call
 *  MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean
 *  those up before calling this function!
 *
 * This function destroys the MOJOSHADER_glContext you pass it. If it's the
 *  current context, then no context will be current upon return.
 *
 * This call is NOT thread safe! There must not be any other MOJOSHADER_gl*
 *  functions running when this is called. Also, as most OpenGL implementations
 *  are not thread safe, you should probably only call this from the same
 *  thread that created the GL context.
 */
void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);

#ifdef __cplusplus
}
#endif

#endif  /* include-once blocker. */

/* end of mojoshader.h ... */