/**
* 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
#ifndef DECLSPEC
#ifdef _WIN32
#define DECLSPEC __declspec(dllexport)
#else
#define DECLSPEC
#endif
#endif
#ifndef MOJOSHADERCALL
#ifdef _WIN32
#define MOJOSHADERCALL __cdecl
#else
#define MOJOSHADERCALL
#endif
#endif
/* -Wpedantic nameless union/struct silencing */
#ifndef MOJOSHADERNAMELESS
#ifdef __GNUC__
#define MOJOSHADERNAMELESS __extension__
#else
#define MOJOSHADERNAMELESS
#endif /* __GNUC__ */
#endif /* MOJOSHADERNAMELESS */
/*
* 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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 *(MOJOSHADERCALL *MOJOSHADER_malloc)(int bytes, void *data);
typedef void (MOJOSHADERCALL *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 = 0x7FFFFFFF /* 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;
/*
* This struct is used if you have to force a sampler to a specific type.
* Generally, you can ignore this, but if you have, say, a ps_1_1
* shader, you might need to specify what the samplers are meant to be
* to get correct results, as Shader Model 1 samples textures according
* to what is bound to a sampler at the moment instead of what the shader
* is hardcoded to expect.
*/
typedef struct MOJOSHADER_samplerMap
{
int index;
MOJOSHADER_samplerType type;
} MOJOSHADER_samplerMap;
/*
* Data types for attributes. See MOJOSHADER_attribute for more information.
*/
typedef enum
{
MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
MOJOSHADER_USAGE_POSITION, /* 0-15 for Vertex, 1-15 for Pixel */
MOJOSHADER_USAGE_BLENDWEIGHT, /* 0-15 */
MOJOSHADER_USAGE_BLENDINDICES, /* 0-15 */
MOJOSHADER_USAGE_NORMAL, /* 0-15 */
MOJOSHADER_USAGE_POINTSIZE, /* 0-15 */
MOJOSHADER_USAGE_TEXCOORD, /* 0-15 */
MOJOSHADER_USAGE_TANGENT, /* 0-15 */
MOJOSHADER_USAGE_BINORMAL, /* 0-15 */
MOJOSHADER_USAGE_TESSFACTOR, /* 0 only */
MOJOSHADER_USAGE_POSITIONT, /* 0-15 for Vertex, 1-15 for Pixel */
MOJOSHADER_USAGE_COLOR, /* 0-15 but depends on MRT support */
MOJOSHADER_USAGE_FOG, /* 0-15 */
MOJOSHADER_USAGE_DEPTH, /* 0-15 */
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=0,
MOJOSHADER_SYMREGSET_INT4,
MOJOSHADER_SYMREGSET_FLOAT4,
MOJOSHADER_SYMREGSET_SAMPLER,
MOJOSHADER_SYMREGSET_TOTAL /* housekeeping value; never returned. */
} MOJOSHADER_symbolRegisterSet;
typedef enum
{
MOJOSHADER_SYMCLASS_SCALAR=0,
MOJOSHADER_SYMCLASS_VECTOR,
MOJOSHADER_SYMCLASS_MATRIX_ROWS,
MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
MOJOSHADER_SYMCLASS_OBJECT,
MOJOSHADER_SYMCLASS_STRUCT,
MOJOSHADER_SYMCLASS_TOTAL /* housekeeping value; never returned. */
} MOJOSHADER_symbolClass;
typedef enum
{
MOJOSHADER_SYMTYPE_VOID=0,
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_SYMTYPE_TOTAL /* housekeeping value; never returned. */
} 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;
unsigned int array_register_count;
unsigned int *array_registers;
} MOJOSHADER_preshaderOperand;
typedef struct MOJOSHADER_preshaderInstruction
{
MOJOSHADER_preshaderOpcode opcode;
unsigned int element_count;
unsigned int operand_count;
MOJOSHADER_preshaderOperand operands[4];
} 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;
unsigned int register_count;
float *registers;
MOJOSHADER_malloc malloc;
MOJOSHADER_free free;
void *malloc_data;
} 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;
/*
* This is the main function name of the shader. This will be the
* caller-supplied string even if a given profile ignores it (GLSL,
* for example, always uses "main" in the shader output out of necessity,
* and Direct3D assembly has no concept of a "main function", etc).
* Otherwise, it'll be a default name chosen by the profile ("main") or
* whatnot.
*/
const char *mainfn;
/*
* 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 HLSL Shader Model 4 output.
*/
#define MOJOSHADER_PROFILE_HLSL "hlsl"
/*
* 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 GLSL ES: minor changes to GLSL output for ES compliance.
*/
#define MOJOSHADER_PROFILE_GLSLES "glsles"
/*
* 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"
/*
* Profile string for Metal: Apple's lowlevel API's high-level shader language.
*/
#define MOJOSHADER_PROFILE_METAL "metal"
/*
* Profile string for SPIR-V binary output
*/
#define MOJOSHADER_PROFILE_SPIRV "spirv"
/*
* Profile string for ARB_gl_spirv-friendly SPIR-V binary output
*/
#define MOJOSHADER_PROFILE_GLSPIRV "glspirv"
/*
* Determine the highest supported Shader Model for a profile.
*/
DECLSPEC 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.
*
* You can force the shader to expect samplers of certain types. Generally
* you don't need this, as Shader Model 2 and later always specify what they
* expect samplers to be (2D, cubemap, etc). Shader Model 1, however, just
* uses whatever is bound to a given sampler at draw time, but this doesn't
* work in OpenGL, etc. In these cases, MojoShader will default to
* 2D texture sampling (or cubemap sampling, in cases where it makes sense,
* like the TEXM3X3TEX opcode), which works 75% of the time, but if you
* really needed something else, you'll need to specify it here. This can
* also be used, at your own risk, to override DCL opcodes in shaders: if
* the shader explicit says 2D, but you want Cubemap, for example, you can
* use this to override. If you aren't sure about any of this stuff, you can
* (and should) almost certainly ignore it: (smap) can be NULL.
*
* (bufsize) is the size in bytes of (tokenbuf). If (bufsize) is zero,
* MojoShader will attempt to figure out the size of the buffer, but you
* risk a buffer overflow if you have corrupt data, etc. Supply the value
* if you can.
*
* You should pass a name for your shader's main function in here, via the
* (mainfn) param. Some profiles need this name to be unique. Passing a NULL
* here will pick a reasonable default, and most profiles will ignore it
* anyhow. As the name of the shader's main function, etc, so make it a
* simple name that would match C's identifier rules. Keep it simple!
*
* 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.
*/
DECLSPEC const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
const char *mainfn,
const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
/*
* 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.
*/
DECLSPEC void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
/*
* You almost certainly don't need this function, unless you absolutely know
* why you need it without hesitation. This is useful if you're doing
* extremely low-level shader work or building specialized tools.
*
* Parse a preshader structure. This expects a buffer of bytes that represents
* the preshader data starting with its magic number token and ending at
* the end of the comment tokens that contain this preshader. Note that it
* does _not_ start at the beginning of the comment tokens.
*
* On success, this will return a MOJOSHADER_preshader. This can be
* deallocated later by calling MOJOSHADER_freePreshader(). On failure,
* this will return NULL. Unlike other MojoShader APIs, this assumes you
* either have a complete and valid buffer of preshader tokens or you have
* incomplete/corrupted data, so there is no explicit error reporting. Please
* note that if the system runs out of memory, this function will also return
* NULL without distinction.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parsePreshader() is, too.
*/
DECLSPEC const MOJOSHADER_preshader *MOJOSHADER_parsePreshader(const unsigned char *buf,
const unsigned int len,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
/*
* You almost certainly don't need this function, unless you absolutely know
* why you need it without hesitation. This is useful if you're doing
* extremely low-level shader work or building specialized tools.
*
* Call this to dispose of preshader parsing results when you are done with
* them. This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_parsePreshader() multiple times, if you provided one.
* Passing a NULL here is a safe no-op.
*
* You only need to call this function for results from a call to
* MOJOSHADER_parsePreshader(). Other MojoShader structures with a preshader
* field, such as MOJOSHADER_parseData(), should not use this function, as
* the preshader will be deallocated with everything else in
* MOJOSHADER_freeParseData(), etc.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parsePreshader() is, too.
*/
DECLSPEC void MOJOSHADER_freePreshader(const MOJOSHADER_preshader *preshader);
/* 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 (MOJOSHADERCALL *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 (MOJOSHADERCALL *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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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 *(MOJOSHADERCALL *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 (lookup_d). The lookup
* function is neither stored nor used by MojoShader after this function
* returns, nor are the functions it might look up.
*
* 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.
*
* 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.
*/
DECLSPEC int MOJOSHADER_glAvailableProfiles(MOJOSHADER_glGetProcAddress lookup,
void *lookup_d,
const char **profs, const int size,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d);
/*
* 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 (lookup_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.
*
* 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.
*
* 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.
*/
DECLSPEC const char *MOJOSHADER_glBestProfile(MOJOSHADER_glGetProcAddress lookup,
void *lookup_d,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_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.
*/
DECLSPEC 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.
*/
DECLSPEC 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().
*/
DECLSPEC 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().
*/
DECLSPEC 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), (swizcount), (smap), and (smapcount) 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.
*/
DECLSPEC MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount);
/*
* Increments a shader's internal refcount. To decrement the refcount, call
* MOJOSHADER_glDeleteShader().
*
* 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().
*/
DECLSPEC void MOJOSHADER_glShaderAddRef(MOJOSHADER_glShader *shader);
/*
* 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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().
*/
DECLSPEC 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().
*/
DECLSPEC void MOJOSHADER_glBindShaders(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader);
/*
* This queries for the shaders currently bound to the active context.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* 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().
*/
DECLSPEC void MOJOSHADER_glGetBoundShaders(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.
*/
DECLSPEC 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 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC 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.
*/
DECLSPEC void MOJOSHADER_glGetPixelShaderUniformB(unsigned int idx, int *data,
unsigned int bcount);
/*
* Fills register pointers with pointers that are directly used to push uniform
* data to the GL shader context.
*
* This function is really just for the effects API, you should NOT be using
* this unless you know every single line of MojoShader from 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.
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_glMapUniformBufferMemory(float **vsf, int **vsi, unsigned char **vsb,
float **psf, int **psi, unsigned char **psb);
/*
* Tells the context that you are done with the memory mapped by
* MOJOSHADER_glMapUniformBufferMemory().
*
* 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().
*/
DECLSPEC void MOJOSHADER_glUnmapUniformBufferMemory();
/*
* 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.
*/
DECLSPEC void MOJOSHADER_glSetLegacyBumpMapEnv(unsigned int sampler, float mat00,
float mat01, float mat10, float mat11,
float lscale, float loffset);
/*
* Return the location of a vertex attribute for the currently-bound program.
*
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
* be MOJOSHADER_USAGE_COLOR and 1.
*
* The return value is the index of the attribute to be sent to
* glVertexAttribPointer, or -1 if the stream is not used.
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*/
DECLSPEC int MOJOSHADER_glGetVertexAttribLocation(MOJOSHADER_usage usage, int index);
/*
* 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. */
DECLSPEC void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr);
/*
* Modify the rate at which this vertex attribute advances during instanced
* rendering.
*
* This should be called alongside glSetVertexAttribute, as this does not flag
* the vertex array as being in use. This just calls glVertexAttribDivisorARB.
*
* 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.
*/
DECLSPEC void MOJOSHADER_glSetVertexAttribDivisor(MOJOSHADER_usage usage,
int index, unsigned int divisor);
/*
* 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().
*/
DECLSPEC void MOJOSHADER_glProgramReady(void);
/*
* Provide information about the current viewport to the prepared shader
* program.
*
* There are numerous components of OpenGL and Direct3D where the coordinate
* systems do not match, and so the vertex/pixel shaders have to be modified to
* compensate for these mismatches (for example, gl_FragCoord requires some
* additional math on the Y coordinate to match vPos when rendering to the
* backbuffer). Call this after MOJOSHADER_glProgramReady to apply all of the
* relevant coordinate fixups at once.
*
* 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().
*/
DECLSPEC void MOJOSHADER_glProgramViewportInfo(int viewportW, int viewportH,
int backbufferW, int backbufferH,
int renderTargetBound);
/*
* 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().
*/
DECLSPEC 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().
*/
DECLSPEC 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.
*/
DECLSPEC void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);
/* Metal interface... */
typedef struct MOJOSHADER_mtlShader MOJOSHADER_mtlShader;
/*
* Prepare MojoShader to manage Metal shaders.
*
* This is really just for the effects framework. Don't call this unless
* you know for sure that you need it.
*
* You must call this only once, AFTER you have created your MTLDevice.
* This function will lookup the Objective-C selectors it needs, after which
* it may call them at any time until you call MOJOSHADER_mtlDestroyContext().
*
* (device) refers to the active MTLDevice, cast from id<MTLDevice> to void*.
*
* (framesInFlight) is the maximum number of frames that can be processed
* simultaneously. This determines how many uniform buffers will be
* allocated for each shader.
*
* 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.
*
* The context created by this function will automatically become the current
* context. No further action is needed by the caller.
*
* Returns 0 on success or -1 on failure.
*/
DECLSPEC int MOJOSHADER_mtlCreateContext(void *mtlDevice, int framesInFlight,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d);
/*
* Get any error state we might have picked up, such as failed shader
* compilation.
*
* 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.
*/
DECLSPEC const char *MOJOSHADER_mtlGetError(void);
/*
* Transform a buffer of Direct3D shader bytecode into a struct containing
* Metal shader metadata.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* Despite the name, this does NOT compile a shader! The actual compilation
* happens inside MOJOSHADER_mtlCompileLibrary, which batch-compiles an effect
* into a single MTLLibrary.
*
* (mainfn) is the name of the shader's main function.
* (tokenbuf) is a buffer of Direct3D shader bytecode.
* (bufsize) is the size, in bytes, of the bytecode buffer.
* (swiz), (swizcount), (smap), and (smapcount) are passed to
* MOJOSHADER_parse() unmolested.
*
* Returns NULL on error, or a shader handle on success.
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC MOJOSHADER_mtlShader *MOJOSHADER_mtlCompileShader(const char *mainfn,
const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount);
/*
* Increments a shader's internal refcount. To decrement the refcount, call
* MOJOSHADER_mtlDeleteShader().
*/
DECLSPEC void MOJOSHADER_mtlShaderAddRef(MOJOSHADER_mtlShader *shader);
/*
* Get the MOJOSHADER_parseData structure that was produced from the
* call to MOJOSHADER_mtlCompileShader().
*
* This data is read-only, and you should NOT attempt to free it. This
* pointer remains valid until the shader is deleted.
*/
DECLSPEC const MOJOSHADER_parseData *MOJOSHADER_mtlGetShaderParseData(
MOJOSHADER_mtlShader *shader);
/*
* This "binds" individual shaders, which effectively means the context
* will store these shaders for later retrieval. No actual binding or
* pipeline creation is performed.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC void MOJOSHADER_mtlBindShaders(MOJOSHADER_mtlShader *vshader,
MOJOSHADER_mtlShader *pshader);
/*
* This queries for the shaders currently bound to the active context.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC void MOJOSHADER_mtlGetBoundShaders(MOJOSHADER_mtlShader **vshader,
MOJOSHADER_mtlShader **pshader);
/*
* This queries for the uniform buffer and byte offset for each of the
* currently bound shaders.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC void MOJOSHADER_mtlGetUniformBuffers(void **vbuf, int *voff,
void **pbuf, int *poff);
/*
* Fills register pointers with pointers that are directly used to push uniform
* data to the Metal shader context.
*
* This function is really just for the effects API, you should NOT be using
* this unless you know every single line of MojoShader from memory.
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC void MOJOSHADER_mtlMapUniformBufferMemory(float **vsf, int **vsi, unsigned char **vsb,
float **psf, int **psi, unsigned char **psb);
/*
* Tells the context that you are done with the memory mapped by
* MOJOSHADER_mtlMapUniformBufferMemory().
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC void MOJOSHADER_mtlUnmapUniformBufferMemory();
/*
* Return the location of a vertex attribute for the given shader.
*
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
* be MOJOSHADER_USAGE_COLOR and 1.
*
* The return value is the index of the attribute to be used to create
* a MTLVertexAttributeDescriptor, or -1 if the stream is not used.
*/
DECLSPEC int MOJOSHADER_mtlGetVertexAttribLocation(MOJOSHADER_mtlShader *vert,
MOJOSHADER_usage usage, int index);
/*
* Free the resources of a compiled shader. This will delete the MojoShader
* shader struct and free memory.
*
* This does NOT release the actual shader! The shader data belongs to an
* MTLLibrary that must be deleted with MOJOSHADER_mtlDeleteLibrary().
*
* This call requires a valid MOJOSHADER_mtlContext to have been created,
* or it will crash your program. See MOJOSHADER_mtlCreateContext().
*/
DECLSPEC void MOJOSHADER_mtlDeleteShader(MOJOSHADER_mtlShader *shader);
/*
* Get the MTLFunction* from the given MOJOSHADER_mtlShader.
*
* This function calls [retain] on the MTLFunction* before returning!
* Please call [release] on the result when you no longer need it.
*/
DECLSPEC void *MOJOSHADER_mtlGetFunctionHandle(MOJOSHADER_mtlShader *shader);
/*
* Swaps uniform buffers and resets offsets to prepare for the next frame.
*
* Always call this after submitting the final command buffer for a frame!
*/
DECLSPEC void MOJOSHADER_mtlEndFrame(void);
/*
* Deinitialize MojoShader's Metal shader management.
*
* This will clean up resources previously allocated for the active context.
*
* This will NOT clean up shaders you created! Please destroy all shaders
* before calling this function.
*/
DECLSPEC void MOJOSHADER_mtlDestroyContext(void);
/* Vulkan interface */
/* Avoid including vulkan.h, don't define handles if it's already included */
#ifdef VULKAN_H_
#define NO_MOJOSHADER_VULKAN_TYPEDEFS
#endif
#ifndef NO_MOJOSHADER_VULKAN_TYPEDEFS
#ifdef _WIN32
#define VKAPI_CALL __stdcall
#define VKAPI_PTR VKAPI_CALL
#else
#define VKAPI_CALL
#define VKAPI_PTR
#endif
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef unsigned long long object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_HANDLE(VkDevice)
VK_DEFINE_HANDLE(VkPhysicalDevice)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBuffer)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkShaderModule)
#endif /* !NO_MOJOSHADER_VULKAN_TYPEDEFS */
typedef void (VKAPI_PTR *PFN_MOJOSHADER_vkVoidFunction)(void);
typedef PFN_MOJOSHADER_vkVoidFunction (VKAPI_PTR *PFN_MOJOSHADER_vkGetDeviceProcAddr)(
VkDevice device,
const char* pName
);
typedef PFN_MOJOSHADER_vkVoidFunction (VKAPI_PTR *PFN_MOJOSHADER_vkGetInstanceProcAddr)(
VkInstance instance,
const char* pName
);
typedef struct MOJOSHADER_vkContext MOJOSHADER_vkContext;
typedef struct MOJOSHADER_vkShader MOJOSHADER_vkShader;
typedef struct MOJOSHADER_vkProgram MOJOSHADER_vkProgram;
/*
* Prepares a context to manage Vulkan shaders.
*
* Don't call this unless you know for sure that you need it.
*
* You must call this after creating VkDevice and VkInstance.
*
* (instance) refers to VkInstance, cast to void*.
*
* (device) refers to VkDevice, cast to void*.
*
* (frames_in_flight) refers to the maximum number of frames that can be
* processed simultaneously.
*
* (lookup) refers to PFN_vkGetDeviceProcAddr, a function pointer that
* is used to dynamically link required Vulkan functions.
*
* You must pass in the graphics queue family index and the memory type index
* you will be using with your Vulkan instance.
*
* 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.
*
* The context created by this function will automatically become the current
* context. No further action is needed by the caller.
*
* Returns 0 on success or -1 on failure.
*/
DECLSPEC MOJOSHADER_vkContext *MOJOSHADER_vkCreateContext(VkInstance *instance,
VkPhysicalDevice *physical_device,
VkDevice *logical_device,
int frames_in_flight,
PFN_MOJOSHADER_vkGetInstanceProcAddr instance_lookup,
PFN_MOJOSHADER_vkGetDeviceProcAddr lookup,
unsigned int graphics_queue_family_index,
unsigned int max_uniform_buffer_range,
unsigned int min_uniform_buffer_offset_alignment,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d);
/*
* You must call this before using the context that you got from
* MOJOSHADER_vkCreateContext(), and must use it when you switch to a new GL
* context.
*
* You can only have one MOJOSHADER_vkContext per actual Vulkan 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.
*/
DECLSPEC void MOJOSHADER_vkMakeContextCurrent(MOJOSHADER_vkContext *_ctx);
/*
* Get any error state we might have picked up.
*
* 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 does NOT require a valid MOJOSHADER_vkContext to have been made
* current. The error buffer is shared between contexts, so you can get
* error results from a failed MOJOSHADER_vkCreateContext().
*/
DECLSPEC const char *MOJOSHADER_vkGetError();
/*
* Deinitialize MojoShader's Vulkan shader management.
*
* You must call this once, while your Vulkan context (not MojoShader context) is
* still current, if you previously had a successful call to
* MOJOSHADER_vkCreateContext(). This should be the last MOJOSHADER_vk*
* function you call until you've prepared a context again.
*
* This will clean up resources previously allocated, and may call into Vulkan.
*
* This will not clean up shaders and programs you created! Please call
* MOJOSHADER_vkDeleteShader() and MOJOSHADER_vkDeleteProgram() to clean
* those up before calling this function!
*
* This function destroys the MOJOSHADER_vkContext you pass it. If it's the
* current context, then no context will be current upon return.
*/
DECLSPEC void MOJOSHADER_vkDestroyContext(MOJOSHADER_vkContext *ctx);
/*
* Compile a buffer of Direct3D shader bytecode into a Vulkan shader module.
*
* (tokenbuf) is a buffer of Direct3D shader bytecode.
* (bufsize) is the size, in bytes, of the bytecode buffer.
* (swiz), (swizcount), (smap), and (smapcount) are passed to
* MOJOSHADER_parse() unmolested.
*
* Returns NULL on error, or a shader handle on success.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*
* Compiled shaders from this function may not be shared between contexts.
*/
DECLSPEC MOJOSHADER_vkShader *MOJOSHADER_vkCompileShader(const char *mainfn,
const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount);
/*
* Increments a shader's internal refcount.
*
* To decrement the refcount, call
* MOJOSHADER_vkDeleteShader().
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkShaderAddRef(MOJOSHADER_vkShader *shader);
/*
* Increments a shader's internal refcount.
*
* To decrement the refcount, call MOJOSHADER_vkDeleteShader().
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkDeleteShader(MOJOSHADER_vkShader *shader);
/*
* Get the MOJOSHADER_parseData structure that was produced from the
* call to MOJOSHADER_vkCompileShader().
*
* This data is read-only, and you should NOT attempt to free it. This
* pointer remains valid until the shader is deleted.
*/
DECLSPEC const MOJOSHADER_parseData *MOJOSHADER_vkGetShaderParseData(
MOJOSHADER_vkShader *shader);
/*
* Link a vertex and pixel shader into a working Vulkan shader program.
* (vshader) or (pshader) can NOT be NULL, unlike OpenGL.
*
* 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 requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC MOJOSHADER_vkProgram *MOJOSHADER_vkLinkProgram(MOJOSHADER_vkShader *vshader,
MOJOSHADER_vkShader *pshader);
/*
* This binds the program to the active context, and does nothing particularly
* special until you start working with uniform buffers or shader modules.
*
* After binding a program, you should update any uniforms you care about
* with MOJOSHADER_vkMapUniformBufferMemory() (etc), set any vertex arrays
* using MOJOSHADER_vkGetVertexAttribLocation(), and finally call
* MOJOSHADER_vkGetShaderModules() to get the final modules. Then you may
* begin building your pipeline state objects.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkBindProgram(MOJOSHADER_vkProgram *program);
/*
* Free the resources of a linked program. This will delete the shader modules
* and free memory.
*
* If the program is currently bound by MOJOSHADER_vkBindProgram(), it will
* be deleted as soon as it becomes unbound.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkDeleteProgram(MOJOSHADER_vkProgram *program);
/*
* This "binds" individual shaders, which effectively means the context
* will store these shaders for later retrieval. No actual binding or
* pipeline creation is performed.
*
* This function is only for convenience, specifically for compatibility
* with the effects API.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkBindShaders(MOJOSHADER_vkShader *vshader,
MOJOSHADER_vkShader *pshader);
/*
* This queries for the shaders currently bound to the active context.
*
* This function is only for convenience, specifically for compatibility
* with the effects API.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkGetBoundShaders(MOJOSHADER_vkShader **vshader,
MOJOSHADER_vkShader **pshader);
/*
* Fills register pointers with pointers that are directly used to push uniform
* data to the Vulkan shader context.
*
* This function is really just for the effects API, you should NOT be using
* this unless you know every single line of MojoShader from memory.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkMapUniformBufferMemory(float **vsf, int **vsi, unsigned char **vsb,
float **psf, int **psi, unsigned char **psb);
/*
* Tells the context that you are done with the memory mapped by
* MOJOSHADER_vkMapUniformBufferMemory().
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkUnmapUniformBufferMemory();
/*
* This queries for the uniform buffer, byte offset and byte size for each of the
* currently bound shaders.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC void MOJOSHADER_vkGetUniformBuffers(VkBuffer *vbuf,
unsigned long long *voff,
unsigned long long *vsize,
VkBuffer *pbuf,
unsigned long long *poff,
unsigned long long *psize);
/*
* Prepares uniform buffers for reuse.
*
* Always call this after submitting the final command buffer for a frame!
*/
DECLSPEC void MOJOSHADER_vkEndFrame();
/*
* Return the location of a vertex attribute for the given shader.
*
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
* be MOJOSHADER_USAGE_COLOR and 1.
*
* The return value is the index of the attribute to be used to create
* a VkVertexInputAttributeDescription, or -1 if the stream is not used.
*
* This call requires a valid MOJOSHADER_vkContext to have been made current,
* or it will crash your program. See MOJOSHADER_vkMakeContextCurrent().
*/
DECLSPEC int MOJOSHADER_vkGetVertexAttribLocation(MOJOSHADER_vkShader *vert,
MOJOSHADER_usage usage,
int index);
/*
* Get the VkShaderModules from the currently bound shader program.
*/
DECLSPEC void MOJOSHADER_vkGetShaderModules(VkShaderModule *vmodule,
VkShaderModule *pmodule);
/* D3D11 interface... */
typedef struct MOJOSHADER_d3d11Shader MOJOSHADER_d3d11Shader;
/*
* Prepare MojoShader to manage Direct3D 11 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 D3D11 context.
*
* 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.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC int MOJOSHADER_d3d11CreateContext(void *device, void *deviceContext,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d);
/*
* Get any error state we might have picked up, such as failed shader
* compilation.
*
* 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.
*/
DECLSPEC const char *MOJOSHADER_d3d11GetError(void);
/*
* Compile a buffer of Direct3D 9 shader bytecode into a Direct3D 11 shader.
* You still need to link the shader before you may render with it.
*
* (mainfn) is the name of the shader's main function.
* (tokenbuf) is a buffer of Direct3D shader bytecode.
* (bufsize) is the size, in bytes, of the bytecode buffer.
* (swiz), (swizcount), (smap), and (smapcount) are passed to
* MOJOSHADER_parse() unmolested.
*
* Returns NULL on error, or a shader handle on success.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC MOJOSHADER_d3d11Shader *MOJOSHADER_d3d11CompileShader(const char *mainfn,
const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount);
/*
* Increments a shader's internal refcount. To decrement the refcount, call
* MOJOSHADER_glDeleteShader().
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11ShaderAddRef(MOJOSHADER_d3d11Shader *shader);
/*
* Get the MOJOSHADER_parseData structure that was produced from the
* call to MOJOSHADER_d3d11CompileShader().
*
* This data is read-only, and you should NOT attempt to free it. This
* pointer remains valid until the shader is deleted.
*/
DECLSPEC const MOJOSHADER_parseData *MOJOSHADER_d3d11GetShaderParseData(
MOJOSHADER_d3d11Shader *shader);
/*
* This binds individual shaders together, to be linked into a single working
* program once MOJOSHADER_d3d11ProgramReady is called.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11BindShaders(MOJOSHADER_d3d11Shader *vshader,
MOJOSHADER_d3d11Shader *pshader);
/*
* This queries for the shaders currently bound to the active context.
*
* This function is only for convenience, specifically for compatibility with
* the effects API.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11GetBoundShaders(MOJOSHADER_d3d11Shader **vshader,
MOJOSHADER_d3d11Shader **pshader);
/*
* Fills register pointers with pointers that are directly used to push uniform
* data to the D3D11 shader context.
*
* This function is really just for the effects API, you should NOT be using
* this unless you know every single line of MojoShader from memory.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11MapUniformBufferMemory(float **vsf, int **vsi, unsigned char **vsb,
float **psf, int **psi, unsigned char **psb);
/*
* Tells the context that you are done with the memory mapped by
* MOJOSHADER_d3d11MapUniformBufferMemory().
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11UnmapUniformBufferMemory();
/*
* Return the location of a vertex attribute for the given vertex shader.
*
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
* be MOJOSHADER_USAGE_COLOR and 1.
*
* The return value is the index of the attribute to be used when building the
* input layout object.
*/
DECLSPEC int MOJOSHADER_d3d11GetVertexAttribLocation(MOJOSHADER_d3d11Shader *vert,
MOJOSHADER_usage usage,
int index);
/*
* Using the given input layout, compiles the vertex shader with input
* parameters that will be compatible with the incoming vertex data.
*
* (inputLayoutHash) is an application-defined value to differentiate unique
* vertex declarations that will be passed to the vertex shader.
* (elements) is an array of D3D11_INPUT_ELEMENT_DESCs, with (elementCount)
* entries. (bytecode) and (bytecodeLength) will be filled with the final
* compiled D3D11 vertex shader.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11CompileVertexShader(unsigned long long inputLayoutHash,
void *elements, int elementCount,
void **bytecode, int *bytecodeLength);
/*
* Inform MojoShader that it should commit any pending state and prepare the
* final shader program object, linking the input/output parameter data to
* be compatible with the more-strict Shader Model 4 rule set. This must be
* called after you bind shaders 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 only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11ProgramReady(unsigned long long inputLayoutHash);
/*
* Free the resources of a compiled shader. This will delete the shader object
* and free memory.
*
* This call is only as thread safe as your D3D11 context! If you call your
* context from multiple threads, you must protect this call with whatever
* thread synchronization technique you have for your other D3D calls.
*/
DECLSPEC void MOJOSHADER_d3d11DeleteShader(MOJOSHADER_d3d11Shader *shader);
/*
* Deinitialize MojoShader's D3D11 shader management.
*
* This will clean up resources previously allocated for the active context.
*
* This will NOT clean up shaders you created! Please destroy all shaders
* before calling this function.
*/
DECLSPEC void MOJOSHADER_d3d11DestroyContext(void);
/* Effects interface... */
#include "mojoshader_effects.h"
#ifdef __cplusplus
}
#endif
#endif /* include-once blocker. */
/* end of mojoshader.h ... */