Metal: make constant arrays have unique names.
This lets us compile a bunch of shaders as one big file without conflicts!
/**
* 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 MOJOSHADER_EFFECTS_H
#define MOJOSHADER_EFFECTS_H
#ifdef MOJOSHADER_EFFECT_SUPPORT
/* MOJOSHADER_effectState types... */
typedef enum MOJOSHADER_renderStateType
{
/* Note that we are NOT using the actual RS values from D3D here.
* For some reason, in the binary data, it's 0-based.
* Even worse, it doesn't even seem to be in order.
* Here is the list of changes compared to the real D3DRS enum:
* - All of the RS_WRAP values are in a row, not separate!
*
* -flibit
*/
MOJOSHADER_RS_ZENABLE,
MOJOSHADER_RS_FILLMODE,
MOJOSHADER_RS_SHADEMODE,
MOJOSHADER_RS_ZWRITEENABLE,
MOJOSHADER_RS_ALPHATESTENABLE,
MOJOSHADER_RS_LASTPIXEL,
MOJOSHADER_RS_SRCBLEND,
MOJOSHADER_RS_DESTBLEND,
MOJOSHADER_RS_CULLMODE,
MOJOSHADER_RS_ZFUNC,
MOJOSHADER_RS_ALPHAREF,
MOJOSHADER_RS_ALPHAFUNC,
MOJOSHADER_RS_DITHERENABLE,
MOJOSHADER_RS_ALPHABLENDENABLE,
MOJOSHADER_RS_FOGENABLE,
MOJOSHADER_RS_SPECULARENABLE,
MOJOSHADER_RS_FOGCOLOR,
MOJOSHADER_RS_FOGTABLEMODE,
MOJOSHADER_RS_FOGSTART,
MOJOSHADER_RS_FOGEND,
MOJOSHADER_RS_FOGDENSITY,
MOJOSHADER_RS_RANGEFOGENABLE,
MOJOSHADER_RS_STENCILENABLE,
MOJOSHADER_RS_STENCILFAIL,
MOJOSHADER_RS_STENCILZFAIL,
MOJOSHADER_RS_STENCILPASS,
MOJOSHADER_RS_STENCILFUNC,
MOJOSHADER_RS_STENCILREF,
MOJOSHADER_RS_STENCILMASK,
MOJOSHADER_RS_STENCILWRITEMASK,
MOJOSHADER_RS_TEXTUREFACTOR,
MOJOSHADER_RS_WRAP0,
MOJOSHADER_RS_WRAP1,
MOJOSHADER_RS_WRAP2,
MOJOSHADER_RS_WRAP3,
MOJOSHADER_RS_WRAP4,
MOJOSHADER_RS_WRAP5,
MOJOSHADER_RS_WRAP6,
MOJOSHADER_RS_WRAP7,
MOJOSHADER_RS_WRAP8,
MOJOSHADER_RS_WRAP9,
MOJOSHADER_RS_WRAP10,
MOJOSHADER_RS_WRAP11,
MOJOSHADER_RS_WRAP12,
MOJOSHADER_RS_WRAP13,
MOJOSHADER_RS_WRAP14,
MOJOSHADER_RS_WRAP15,
MOJOSHADER_RS_CLIPPING,
MOJOSHADER_RS_LIGHTING,
MOJOSHADER_RS_AMBIENT,
MOJOSHADER_RS_FOGVERTEXMODE,
MOJOSHADER_RS_COLORVERTEX,
MOJOSHADER_RS_LOCALVIEWER,
MOJOSHADER_RS_NORMALIZENORMALS,
MOJOSHADER_RS_DIFFUSEMATERIALSOURCE,
MOJOSHADER_RS_SPECULARMATERIALSOURCE,
MOJOSHADER_RS_AMBIENTMATERIALSOURCE,
MOJOSHADER_RS_EMISSIVEMATERIALSOURCE,
MOJOSHADER_RS_VERTEXBLEND,
MOJOSHADER_RS_CLIPPLANEENABLE,
MOJOSHADER_RS_POINTSIZE,
MOJOSHADER_RS_POINTSIZE_MIN,
MOJOSHADER_RS_POINTSPRITEENABLE,
MOJOSHADER_RS_POINTSCALEENABLE,
MOJOSHADER_RS_POINTSCALE_A,
MOJOSHADER_RS_POINTSCALE_B,
MOJOSHADER_RS_POINTSCALE_C,
MOJOSHADER_RS_MULTISAMPLEANTIALIAS,
MOJOSHADER_RS_MULTISAMPLEMASK,
MOJOSHADER_RS_PATCHEDGESTYLE,
MOJOSHADER_RS_DEBUGMONITORTOKEN,
MOJOSHADER_RS_POINTSIZE_MAX,
MOJOSHADER_RS_INDEXEDVERTEXBLENDENABLE,
MOJOSHADER_RS_COLORWRITEENABLE,
MOJOSHADER_RS_TWEENFACTOR,
MOJOSHADER_RS_BLENDOP,
MOJOSHADER_RS_POSITIONDEGREE,
MOJOSHADER_RS_NORMALDEGREE,
MOJOSHADER_RS_SCISSORTESTENABLE,
MOJOSHADER_RS_SLOPESCALEDEPTHBIAS,
MOJOSHADER_RS_ANTIALIASEDLINEENABLE,
MOJOSHADER_RS_MINTESSELLATIONLEVEL,
MOJOSHADER_RS_MAXTESSELLATIONLEVEL,
MOJOSHADER_RS_ADAPTIVETESS_X,
MOJOSHADER_RS_ADAPTIVETESS_Y,
MOJOSHADER_RS_ADAPTIVETESS_Z,
MOJOSHADER_RS_ADAPTIVETESS_W,
MOJOSHADER_RS_ENABLEADAPTIVETESSELLATION,
MOJOSHADER_RS_TWOSIDEDSTENCILMODE,
MOJOSHADER_RS_CCW_STENCILFAIL,
MOJOSHADER_RS_CCW_STENCILZFAIL,
MOJOSHADER_RS_CCW_STENCILPASS,
MOJOSHADER_RS_CCW_STENCILFUNC,
MOJOSHADER_RS_COLORWRITEENABLE1,
MOJOSHADER_RS_COLORWRITEENABLE2,
MOJOSHADER_RS_COLORWRITEENABLE3,
MOJOSHADER_RS_BLENDFACTOR,
MOJOSHADER_RS_SRGBWRITEENABLE,
MOJOSHADER_RS_DEPTHBIAS,
MOJOSHADER_RS_SEPARATEALPHABLENDENABLE,
MOJOSHADER_RS_SRCBLENDALPHA,
MOJOSHADER_RS_DESTBLENDALPHA,
MOJOSHADER_RS_BLENDOPALPHA,
/* These aren't really "states", but these numbers are
* referred to by MOJOSHADER_effectStateType as such.
*/
MOJOSHADER_RS_VERTEXSHADER = 146,
MOJOSHADER_RS_PIXELSHADER = 147
} MOJOSHADER_renderStateType;
typedef enum MOJOSHADER_zBufferType
{
MOJOSHADER_ZB_FALSE,
MOJOSHADER_ZB_TRUE,
MOJOSHADER_ZB_USEW
} MOJOSHADER_zBufferType;
typedef enum MOJOSHADER_fillMode
{
MOJOSHADER_FILL_POINT = 1,
MOJOSHADER_FILL_WIREFRAME = 2,
MOJOSHADER_FILL_SOLID = 3
} MOJOSHADER_fillMode;
typedef enum MOJOSHADER_shadeMode
{
MOJOSHADER_SHADE_FLAT = 1,
MOJOSHADER_SHADE_GOURAUD = 2,
MOJOSHADER_SHADE_PHONG = 3,
} MOJOSHADER_shadeMode;
typedef enum MOJOSHADER_blendMode
{
MOJOSHADER_BLEND_ZERO = 1,
MOJOSHADER_BLEND_ONE = 2,
MOJOSHADER_BLEND_SRCCOLOR = 3,
MOJOSHADER_BLEND_INVSRCCOLOR = 4,
MOJOSHADER_BLEND_SRCALPHA = 5,
MOJOSHADER_BLEND_INVSRCALPHA = 6,
MOJOSHADER_BLEND_DESTALPHA = 7,
MOJOSHADER_BLEND_INVDESTALPHA = 8,
MOJOSHADER_BLEND_DESTCOLOR = 9,
MOJOSHADER_BLEND_INVDESTCOLOR = 10,
MOJOSHADER_BLEND_SRCALPHASAT = 11,
MOJOSHADER_BLEND_BOTHSRCALPHA = 12,
MOJOSHADER_BLEND_BOTHINVSRCALPHA = 13,
MOJOSHADER_BLEND_BLENDFACTOR = 14,
MOJOSHADER_BLEND_INVBLENDFACTOR = 15,
MOJOSHADER_BLEND_SRCCOLOR2 = 16,
MOJOSHADER_BLEND_INVSRCCOLOR2 = 17
} MOJOSHADER_blendMode;
typedef enum MOJOSHADER_cullMode
{
MOJOSHADER_CULL_NONE = 1,
MOJOSHADER_CULL_CW = 2,
MOJOSHADER_CULL_CCW = 3
} MOJOSHADER_cullMode;
typedef enum MOJOSHADER_compareFunc
{
MOJOSHADER_CMP_NEVER = 1,
MOJOSHADER_CMP_LESS = 2,
MOJOSHADER_CMP_EQUAL = 3,
MOJOSHADER_CMP_LESSEQUAL = 4,
MOJOSHADER_CMP_GREATER = 5,
MOJOSHADER_CMP_NOTEQUAL = 6,
MOJOSHADER_CMP_GREATEREQUAL = 7,
MOJOSHADER_CMP_ALWAYS = 8
} MOJOSHADER_compareFunc;
typedef enum MOJOSHADER_fogMode
{
MOJOSHADER_FOG_NONE,
MOJOSHADER_FOG_EXP,
MOJOSHADER_FOG_EXP2,
MOJOSHADER_FOG_LINEAR
} MOJOSHADER_fogMode;
typedef enum MOJOSHADER_stencilOp
{
MOJOSHADER_STENCILOP_KEEP = 1,
MOJOSHADER_STENCILOP_ZERO = 2,
MOJOSHADER_STENCILOP_REPLACE = 3,
MOJOSHADER_STENCILOP_INCRSAT = 4,
MOJOSHADER_STENCILOP_DECRSAT = 5,
MOJOSHADER_STENCILOP_INVERT = 6,
MOJOSHADER_STENCILOP_INCR = 7,
MOJOSHADER_STENCILOP_DECR = 8
} MOJOSHADER_stencilOp;
typedef enum MOJOSHADER_materialColorSource
{
MOJOSHADER_MCS_MATERIAL,
MOJOSHADER_MCS_COLOR1,
MOJOSHADER_MCS_COLOR2
} MOJOSHADER_materialColorSource;
typedef enum MOJOSHADER_vertexBlendFlags
{
MOJOSHADER_VBF_DISABLE = 0,
MOJOSHADER_VBF_1WEIGHTS = 1,
MOJOSHADER_VBF_2WEIGHTS = 2,
MOJOSHADER_VBF_3WEIGHTS = 3,
MOJOSHADER_VBF_TWEENING = 255,
MOJOSHADER_VBF_0WEIGHTS = 256,
} MOJOSHADER_vertexBlendFlags;
typedef enum MOJOSHADER_patchedEdgeStyle
{
MOJOSHADER_PATCHEDGE_DISCRETE,
MOJOSHADER_PATCHEDGE_CONTINUOUS
} MOJOSHADER_patchedEdgeStyle;
typedef enum MOJOSHADER_debugMonitorTokens
{
MOJOSHADER_DMT_ENABLE,
MOJOSHADER_DMT_DISABLE
} MOJOSHADER_debugMonitorTokens;
typedef enum MOJOSHADER_blendOp
{
MOJOSHADER_BLENDOP_ADD = 1,
MOJOSHADER_BLENDOP_SUBTRACT = 2,
MOJOSHADER_BLENDOP_REVSUBTRACT = 3,
MOJOSHADER_BLENDOP_MIN = 4,
MOJOSHADER_BLENDOP_MAX = 5
} MOJOSHADER_blendOp;
typedef enum MOJOSHADER_degreeType
{
MOJOSHADER_DEGREE_LINEAR = 1,
MOJOSHADER_DEGREE_QUADRATIC = 2,
MOJOSHADER_DEGREE_CUBIC = 3,
MOJOSHADER_DEGREE_QUINTIC = 5
} MOJOSHADER_degreeType;
/* MOJOSHADER_effectSamplerState types... */
typedef enum MOJOSHADER_samplerStateType
{
MOJOSHADER_SAMP_UNKNOWN0 = 0,
MOJOSHADER_SAMP_UNKNOWN1 = 1,
MOJOSHADER_SAMP_UNKNOWN2 = 2,
MOJOSHADER_SAMP_UNKNOWN3 = 3,
MOJOSHADER_SAMP_TEXTURE = 4,
MOJOSHADER_SAMP_ADDRESSU = 5,
MOJOSHADER_SAMP_ADDRESSV = 6,
MOJOSHADER_SAMP_ADDRESSW = 7,
MOJOSHADER_SAMP_BORDERCOLOR = 8,
MOJOSHADER_SAMP_MAGFILTER = 9,
MOJOSHADER_SAMP_MINFILTER = 10,
MOJOSHADER_SAMP_MIPFILTER = 11,
MOJOSHADER_SAMP_MIPMAPLODBIAS = 12,
MOJOSHADER_SAMP_MAXMIPLEVEL = 13,
MOJOSHADER_SAMP_MAXANISOTROPY = 14,
MOJOSHADER_SAMP_SRGBTEXTURE = 15,
MOJOSHADER_SAMP_ELEMENTINDEX = 16,
MOJOSHADER_SAMP_DMAPOFFSET = 17
} MOJOSHADER_samplerStateType;
typedef enum MOJOSHADER_textureAddress
{
MOJOSHADER_TADDRESS_WRAP = 1,
MOJOSHADER_TADDRESS_MIRROR = 2,
MOJOSHADER_TADDRESS_CLAMP = 3,
MOJOSHADER_TADDRESS_BORDER = 4,
MOJOSHADER_TADDRESS_MIRRORONCE = 5
} MOJOSHADER_textureAddress;
typedef enum MOJOSHADER_textureFilterType
{
MOJOSHADER_TEXTUREFILTER_NONE,
MOJOSHADER_TEXTUREFILTER_POINT,
MOJOSHADER_TEXTUREFILTER_LINEAR,
MOJOSHADER_TEXTUREFILTER_ANISOTROPIC,
MOJOSHADER_TEXTUREFILTER_PYRAMIDALQUAD,
MOJOSHADER_TEXTUREFILTER_GAUSSIANQUAD,
MOJOSHADER_TEXTUREFILTER_CONVOLUTIONMONO
} MOJOSHADER_textureFilterType;
/* Effect value types... */
typedef struct MOJOSHADER_effectSamplerState MOJOSHADER_effectSamplerState;
typedef struct MOJOSHADER_effectValue
{
const char *name;
const char *semantic;
MOJOSHADER_symbolTypeInfo type;
unsigned int value_count;
union
{
/* Raw value types */
void *values;
int *valuesI;
float *valuesF;
/* As used by MOJOSHADER_effectState */
MOJOSHADER_zBufferType *valuesZBT;
MOJOSHADER_fillMode *valuesFiM;
MOJOSHADER_shadeMode *valuesSM;
MOJOSHADER_blendMode *valuesBM;
MOJOSHADER_cullMode *valuesCM;
MOJOSHADER_compareFunc *valuesCF;
MOJOSHADER_fogMode *valuesFoM;
MOJOSHADER_stencilOp *valuesSO;
MOJOSHADER_materialColorSource *valuesMCS;
MOJOSHADER_vertexBlendFlags *valuesVBF;
MOJOSHADER_patchedEdgeStyle *valuesPES;
MOJOSHADER_debugMonitorTokens *valuesDMT;
MOJOSHADER_blendOp *valuesBO;
MOJOSHADER_degreeType *valuesDT;
/* As used by MOJOSHADER_effectSamplerState */
MOJOSHADER_textureAddress *valuesTA;
MOJOSHADER_textureFilterType *valuesTFT;
/* As used by MOJOSHADER_effectParameter */
MOJOSHADER_effectSamplerState *valuesSS;
};
} MOJOSHADER_effectValue;
typedef struct MOJOSHADER_effectState
{
MOJOSHADER_renderStateType type;
MOJOSHADER_effectValue value;
} MOJOSHADER_effectState;
struct MOJOSHADER_effectSamplerState
{
MOJOSHADER_samplerStateType type;
MOJOSHADER_effectValue value;
};
typedef MOJOSHADER_effectValue MOJOSHADER_effectAnnotation;
/* Effect interface structures... */
typedef struct MOJOSHADER_effectParam
{
MOJOSHADER_effectValue value;
unsigned int annotation_count;
MOJOSHADER_effectAnnotation *annotations;
} MOJOSHADER_effectParam;
typedef struct MOJOSHADER_effectPass
{
const char *name;
unsigned int state_count;
MOJOSHADER_effectState *states;
unsigned int annotation_count;
MOJOSHADER_effectAnnotation* annotations;
} MOJOSHADER_effectPass;
typedef struct MOJOSHADER_effectTechnique
{
const char *name;
unsigned int pass_count;
MOJOSHADER_effectPass *passes;
unsigned int annotation_count;
MOJOSHADER_effectAnnotation* annotations;
} MOJOSHADER_effectTechnique;
/* Effect "objects"... */
/* Defined later in the state change types... */
typedef struct MOJOSHADER_samplerStateRegister MOJOSHADER_samplerStateRegister;
typedef struct MOJOSHADER_effectShader
{
MOJOSHADER_symbolType type;
unsigned int technique;
unsigned int pass;
unsigned int is_preshader;
unsigned int preshader_param_count;
unsigned int *preshader_params;
unsigned int param_count;
unsigned int *params;
unsigned int sampler_count;
MOJOSHADER_samplerStateRegister *samplers;
union
{
const MOJOSHADER_parseData *shader;
const MOJOSHADER_preshader *preshader;
};
} MOJOSHADER_effectShader;
typedef struct MOJOSHADER_effectSamplerMap
{
MOJOSHADER_symbolType type;
const char *name;
} MOJOSHADER_effectSamplerMap;
typedef struct MOJOSHADER_effectString
{
MOJOSHADER_symbolType type;
const char *string;
} MOJOSHADER_effectString;
typedef struct MOJOSHADER_effectTexture
{
MOJOSHADER_symbolType type;
/* FIXME: Does this even do anything? */
} MOJOSHADER_effectTexture;
typedef union MOJOSHADER_effectObject
{
MOJOSHADER_symbolType type;
union
{
MOJOSHADER_effectShader shader;
MOJOSHADER_effectSamplerMap mapping;
MOJOSHADER_effectString string;
MOJOSHADER_effectTexture texture;
};
} MOJOSHADER_effectObject;
/* Effect state change types... */
/* Used to store sampler states with accompanying sampler registers */
struct MOJOSHADER_samplerStateRegister
{
const char *sampler_name;
unsigned int sampler_register;
unsigned int sampler_state_count;
const MOJOSHADER_effectSamplerState *sampler_states;
};
/*
* Used to acquire the desired render state by the effect pass.
*/
typedef struct MOJOSHADER_effectStateChanges
{
/* Render state changes caused by effect technique */
unsigned int render_state_change_count;
const MOJOSHADER_effectState *render_state_changes;
/* Sampler state changes caused by effect technique */
unsigned int sampler_state_change_count;
const MOJOSHADER_samplerStateRegister *sampler_state_changes;
/* Vertex sampler state changes caused by effect technique */
unsigned int vertex_sampler_state_change_count;
const MOJOSHADER_samplerStateRegister *vertex_sampler_state_changes;
} MOJOSHADER_effectStateChanges;
/*
* 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 technique currently being rendered by this effect.
*/
const MOJOSHADER_effectTechnique *current_technique;
/*
* The index of the current pass being rendered by this effect.
*/
int current_pass;
/*
* The number of elements pointed to by (objects).
*/
int object_count;
/*
* (object_count) elements of data that specify objects used in
* this effect.
* This can be NULL on error or if (object_count) is zero.
*/
MOJOSHADER_effectObject *objects;
/*
* Value used to determine whether or not to restore the previous shader
* state after rendering an effect, as requested by application.
*/
int restore_shader_state;
/*
* The structure provided by the appliation to store the state changes.
*/
MOJOSHADER_effectStateChanges *state_changes;
/*
* 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;
/* Effect parsing interface... */
/* !!! FIXME: document me. */
DECLSPEC MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
const unsigned char *buf,
const unsigned int _len,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
/* !!! FIXME: document me. */
DECLSPEC void MOJOSHADER_freeEffect(const MOJOSHADER_effect *effect);
/* !!! FIXME: document me. */
DECLSPEC MOJOSHADER_effect *MOJOSHADER_cloneEffect(const MOJOSHADER_effect *effect);
/* Effect parameter interface... */
/* Set the constant value for the specified effect parameter.
*
* This function maps to ID3DXEffect::SetRawValue.
*
* (parameter) is a parameter obtained from a MOJOSHADER_effect*.
* (data) is the constant values to be applied to the parameter.
* (offset) is the offset, in bytes, of the parameter data being modified.
* (len) is the size, in bytes, of the data buffer being applied.
*
* This function is thread safe.
*/
DECLSPEC void MOJOSHADER_effectSetRawValueHandle(const MOJOSHADER_effectParam *parameter,
const void *data,
const unsigned int offset,
const unsigned int len);
/* Set the constant value for the effect parameter, specified by name.
* Note: this function is slower than MOJOSHADER_effectSetRawValueHandle(),
* but we still provide it to fully map to ID3DXEffect.
*
* This function maps to ID3DXEffect::SetRawValue.
*
* (effect) is a MOJOSHADER_effect* obtained from MOJOSHADER_parseEffect().
* (name) is the human-readable name of the parameter being modified.
* (data) is the constant values to be applied to the parameter.
* (offset) is the offset, in bytes, of the parameter data being modified.
* (len) is the size, in bytes, of the data buffer being applied.
*
* This function is thread safe.
*/
DECLSPEC void MOJOSHADER_effectSetRawValueName(const MOJOSHADER_effect *effect,
const char *name,
const void *data,
const unsigned int offset,
const unsigned int len);
/* Effect technique interface... */
/* Get the current technique in use by an effect.
*
* This function maps to ID3DXEffect::GetCurrentTechnique.
*
* (effect) is a MOJOSHADER_effect* obtained from MOJOSHADER_parseEffect().
*
* This function returns the technique currently used by the given effect.
*
* This function is thread safe.
*/
DECLSPEC const MOJOSHADER_effectTechnique *MOJOSHADER_effectGetCurrentTechnique(const MOJOSHADER_effect *effect);
/* Set the current technique to be used an effect.
*
* This function maps to ID3DXEffect::SetTechnique.
*
* (effect) is a MOJOSHADER_effect* obtained from MOJOSHADER_parseEffect().
* (technique) is the technique to be used by the effect when rendered.
*
* This function is thread safe.
*/
DECLSPEC void MOJOSHADER_effectSetTechnique(MOJOSHADER_effect *effect,
const MOJOSHADER_effectTechnique *technique);
/* Get the next technique in an effect's list.
*
* This function maps to ID3DXEffect::FindNextValidTechnique.
*
* (effect) is a MOJOSHADER_effect* obtained from MOJOSHADER_parseEffect().
* (technique) can either be a technique found in the given effect, or NULL to
* find the first technique in the given effect.
*
* This function returns either the next technique after the passed technique,
* or the first technique if the passed technique is NULL.
*
* This function is thread safe.
*/
DECLSPEC const MOJOSHADER_effectTechnique *MOJOSHADER_effectFindNextValidTechnique(const MOJOSHADER_effect *effect,
const MOJOSHADER_effectTechnique *technique);
/* OpenGL effect interface... */
typedef struct MOJOSHADER_glEffect MOJOSHADER_glEffect;
/* Fully compile/link the shaders found within the effect.
*
* The MOJOSHADER_glEffect* is solely for use within the OpenGL-specific calls.
* In all other cases you will be using the MOJOSHADER_effect* instead.
*
* In a typical use case, you will be calling this immediately after obtaining
* the MOJOSHADER_effect*.
*
* (effect) is a MOJOSHADER_effect* obtained from MOJOSHADER_parseEffect().
*
* This function returns a MOJOSHADER_glEffect*, containing OpenGL-specific
* data for an accompanying MOJOSHADER_effect*.
*
* 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.
*/
DECLSPEC MOJOSHADER_glEffect *MOJOSHADER_glCompileEffect(MOJOSHADER_effect *effect);
/* Delete the shaders that were allocated for an effect.
*
* (glEffect) is a MOJOSHADER_glEffect* obtained from
* MOJOSHADER_glCompileEffect().
*
* 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.
*/
DECLSPEC void MOJOSHADER_glDeleteEffect(MOJOSHADER_glEffect *glEffect);
/* Prepare the effect for rendering with the currently applied technique.
*
* This function maps to ID3DXEffect::Begin.
*
* In addition to the expected Begin parameters, we also include a parameter
* to pass in a MOJOSHADER_effectRenderState. Rather than change the render
* state within MojoShader itself we will simply provide what the effect wants
* and allow you to use this information with your own renderer.
* MOJOSHADER_glEffectBeginPass will update with the render state desired by
* the current effect pass.
*
* Note that we only provide the ability to preserve the shader state, but NOT
* the ability to preserve the render/sampler states. You are expected to
* track your own GL state and restore these states as needed for your
* application.
*
* (glEffect) is a MOJOSHADER_glEffect* obtained from
* MOJOSHADER_glCompileEffect().
* (numPasses) will be filled with the number of passes that this technique
* will need to fully render.
* (saveShaderState) is a boolean value informing the effect whether or not to
* restore the shader bindings after calling MOJOSHADER_glEffectEnd.
* (renderState) will be filled by the effect to inform you of the render state
* changes introduced by the technique and its passes.
*
* 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.
*/
DECLSPEC void MOJOSHADER_glEffectBegin(MOJOSHADER_glEffect *glEffect,
unsigned int *numPasses,
int saveShaderState,
MOJOSHADER_effectStateChanges *stateChanges);
/* Begin an effect pass from the currently applied technique.
*
* This function maps to ID3DXEffect::BeginPass.
*
* (glEffect) is a MOJOSHADER_glEffect* obtained from
* MOJOSHADER_glCompileEffect().
* (pass) is the index of the effect pass as found in the current technique.
*
* 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.
*/
DECLSPEC void MOJOSHADER_glEffectBeginPass(MOJOSHADER_glEffect *glEffect,
unsigned int pass);
/* Push render state changes that occurred within an actively rendering pass.
*
* This function maps to ID3DXEffect::CommitChanges.
*
* (glEffect) is a MOJOSHADER_glEffect* obtained from
* MOJOSHADER_glCompileEffect().
*
* 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.
*/
DECLSPEC void MOJOSHADER_glEffectCommitChanges(MOJOSHADER_glEffect *glEffect);
/* End an effect pass from the currently applied technique.
*
* This function maps to ID3DXEffect::EndPass.
*
* (glEffect) is a MOJOSHADER_glEffect* obtained from
* MOJOSHADER_glCompileEffect().
*
* 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.
*/
DECLSPEC void MOJOSHADER_glEffectEndPass(MOJOSHADER_glEffect *glEffect);
/* Complete rendering the effect technique, and restore the render state.
*
* This function maps to ID3DXEffect::End.
*
* (glEffect) is a MOJOSHADER_glEffect* obtained from
* MOJOSHADER_glCompileEffect().
*
* 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.
*/
DECLSPEC void MOJOSHADER_glEffectEnd(MOJOSHADER_glEffect *glEffect);
#endif /* MOJOSHADER_EFFECT_SUPPORT */
#endif /* MOJOSHADER_EFFECTS_H */