mojoshader.h
author Ryan C. Gordon <icculus@icculus.org>
Mon Apr 23 02:03:02 2012 -0400
changeset 1102 0af2fb8af7fc
parent 1068 89f0be59ad5d
permissions -rw-r--r--
GLSL and ARB1: Implemented TEXM3X3 opcode.
     1 /**
     2  * MojoShader; generate shader programs from bytecode of compiled
     3  *  Direct3D shaders.
     4  *
     5  * Please see the file LICENSE.txt in the source's root directory.
     6  *
     7  *  This file written by Ryan C. Gordon.
     8  */
     9 
    10 #ifndef _INCL_MOJOSHADER_H_
    11 #define _INCL_MOJOSHADER_H_
    12 
    13 #ifdef __cplusplus
    14 extern "C" {
    15 #endif
    16 
    17 /* You can define this if you aren't generating mojoshader_version.h */
    18 #ifndef MOJOSHADER_NO_VERSION_INCLUDE
    19 #include "mojoshader_version.h"
    20 #endif
    21 
    22 #ifndef MOJOSHADER_VERSION
    23 #define MOJOSHADER_VERSION -1
    24 #endif
    25 
    26 #ifndef MOJOSHADER_CHANGESET
    27 #define MOJOSHADER_CHANGESET "???"
    28 #endif
    29 
    30 /*
    31  * For determining the version of MojoShader you are using:
    32  *    const int compiled_against = MOJOSHADER_VERSION;
    33  *    const int linked_against = MOJOSHADER_version();
    34  *
    35  * The version is a single integer that increments, not a major/minor value.
    36  */
    37 int MOJOSHADER_version(void);
    38 
    39 /*
    40  * For determining the revision control changeset of MojoShader you are using:
    41  *    const char *compiled_against = MOJOSHADER_CHANGESET;
    42  *    const char *linked_against = MOJOSHADER_changeset();
    43  *
    44  * The version is an arbitrary, null-terminated ASCII string. It is probably
    45  *  a hash that represents a revision control changeset, and can't be
    46  *  compared to any other string to determine chronology.
    47  *
    48  * Do not attempt to free this string; it's statically allocated.
    49  */
    50 const char *MOJOSHADER_changeset(void);
    51 
    52 /*
    53  * These allocators work just like the C runtime's malloc() and free()
    54  *  (in fact, they probably use malloc() and free() internally if you don't
    55  *  specify your own allocator, but don't rely on that behaviour).
    56  * (data) is the pointer you supplied when specifying these allocator
    57  *  callbacks, in case you need instance-specific data...it is passed through
    58  *  to your allocator unmolested, and can be NULL if you like.
    59  */
    60 typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
    61 typedef void (*MOJOSHADER_free)(void *ptr, void *data);
    62 
    63 
    64 /*
    65  * These are enum values, but they also can be used in bitmasks, so we can
    66  *  test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
    67  */
    68 typedef enum
    69 {
    70     MOJOSHADER_TYPE_UNKNOWN  = 0,
    71     MOJOSHADER_TYPE_PIXEL    = (1 << 0),
    72     MOJOSHADER_TYPE_VERTEX   = (1 << 1),
    73     MOJOSHADER_TYPE_GEOMETRY = (1 << 2),  /* (not supported yet.) */
    74     MOJOSHADER_TYPE_ANY = 0xFFFFFFFF   /* used for bitmasks */
    75 } MOJOSHADER_shaderType;
    76 
    77 /*
    78  * Data types for vertex attribute streams.
    79  */
    80 typedef enum
    81 {
    82     MOJOSHADER_ATTRIBUTE_UNKNOWN = -1,  /* housekeeping; not returned. */
    83     MOJOSHADER_ATTRIBUTE_BYTE,
    84     MOJOSHADER_ATTRIBUTE_UBYTE,
    85     MOJOSHADER_ATTRIBUTE_SHORT,
    86     MOJOSHADER_ATTRIBUTE_USHORT,
    87     MOJOSHADER_ATTRIBUTE_INT,
    88     MOJOSHADER_ATTRIBUTE_UINT,
    89     MOJOSHADER_ATTRIBUTE_FLOAT,
    90     MOJOSHADER_ATTRIBUTE_DOUBLE,
    91     MOJOSHADER_ATTRIBUTE_HALF_FLOAT,  /* MAYBE available in your OpenGL! */
    92 } MOJOSHADER_attributeType;
    93 
    94 /*
    95  * Data types for uniforms. See MOJOSHADER_uniform for more information.
    96  */
    97 typedef enum
    98 {
    99     MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
   100     MOJOSHADER_UNIFORM_FLOAT,
   101     MOJOSHADER_UNIFORM_INT,
   102     MOJOSHADER_UNIFORM_BOOL,
   103 } MOJOSHADER_uniformType;
   104 
   105 /*
   106  * These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
   107  *  calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
   108  *  need this data, for example. These integers are register indexes. So if
   109  *  index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
   110  *  4-float vector to be specified for what would be register "c6" in D3D
   111  *  assembly language, before drawing with the shader.
   112  * (array_count) means this is an array of uniforms...this happens in some
   113  *  profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
   114  *  In those cases, the shader was built to set some range of constant
   115  *  registers as an array. You should set this array with (array_count)
   116  *  elements from the constant register file, starting at (index) instead of
   117  *  just a single uniform. To be extra difficult, you'll need to fill in the
   118  *  correct values from the MOJOSHADER_constant data into the appropriate
   119  *  parts of the array, overriding the constant register file. Fun!
   120  * (constant) says whether this is a constant array; these need to be loaded
   121  *  once at creation time, from the constant list and not ever updated from
   122  *  the constant register file. This is a workaround for limitations in some
   123  *  profiles.
   124  * (name) is a profile-specific variable name; it may be NULL if it isn't
   125  *  applicable to the requested profile.
   126  */
   127 typedef struct MOJOSHADER_uniform
   128 {
   129     MOJOSHADER_uniformType type;
   130     int index;
   131     int array_count;
   132     int constant;
   133     const char *name;
   134 } MOJOSHADER_uniform;
   135 
   136 /*
   137  * These are the constants defined in a shader. These are data values
   138  *  hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
   139  *  override your Uniforms. This data is largely for informational purposes,
   140  *  since they are compiled in and can't be changed, like Uniforms can be.
   141  * These integers are register indexes. So if index==6 and
   142  *  type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
   143  *  to be specified for what would be register "c6" in D3D assembly language,
   144  *  before drawing with the shader.
   145  * (value) is the value of the constant, unioned by type.
   146  */
   147 typedef struct MOJOSHADER_constant
   148 {
   149     MOJOSHADER_uniformType type;
   150     int index;
   151     union
   152     {
   153         float f[4];  /* if type==MOJOSHADER_UNIFORM_FLOAT */
   154         int i[4];    /* if type==MOJOSHADER_UNIFORM_INT */
   155         int b;       /* if type==MOJOSHADER_UNIFORM_BOOL */
   156     } value;
   157 } MOJOSHADER_constant;
   158 
   159 /*
   160  * Data types for samplers. See MOJOSHADER_sampler for more information.
   161  */
   162 typedef enum
   163 {
   164     MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
   165     MOJOSHADER_SAMPLER_2D,
   166     MOJOSHADER_SAMPLER_CUBE,
   167     MOJOSHADER_SAMPLER_VOLUME,
   168 } MOJOSHADER_samplerType;
   169 
   170 /*
   171  * These are the samplers to be set for a shader. ...
   172  *  IDirect3DDevice::SetTexture() would need this data, for example.
   173  * These integers are the sampler "stage". So if index==6 and
   174  *  type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
   175  *  to be specified for what would be register "s6" in D3D assembly language,
   176  *  before drawing with the shader.
   177  * (name) is a profile-specific variable name; it may be NULL if it isn't
   178  *  applicable to the requested profile.
   179  * (texbem) will be non-zero if a TEXBEM opcode references this sampler. This
   180  *  is only used in legacy shaders (ps_1_1 through ps_1_3), but it needs some
   181  *  special support to work, as we have to load a magic uniform behind the
   182  *  scenes to support it. Most code can ignore this field in general, and no
   183  *  one has to touch it unless they really know what they're doing.
   184  */
   185 typedef struct MOJOSHADER_sampler
   186 {
   187     MOJOSHADER_samplerType type;
   188     int index;
   189     const char *name;
   190     int texbem;
   191 } MOJOSHADER_sampler;
   192 
   193 /*
   194  * Data types for attributes. See MOJOSHADER_attribute for more information.
   195  */
   196 typedef enum
   197 {
   198     MOJOSHADER_USAGE_UNKNOWN = -1,  /* housekeeping value; never returned. */
   199     MOJOSHADER_USAGE_POSITION,
   200     MOJOSHADER_USAGE_BLENDWEIGHT,
   201     MOJOSHADER_USAGE_BLENDINDICES,
   202     MOJOSHADER_USAGE_NORMAL,
   203     MOJOSHADER_USAGE_POINTSIZE,
   204     MOJOSHADER_USAGE_TEXCOORD,
   205     MOJOSHADER_USAGE_TANGENT,
   206     MOJOSHADER_USAGE_BINORMAL,
   207     MOJOSHADER_USAGE_TESSFACTOR,
   208     MOJOSHADER_USAGE_POSITIONT,
   209     MOJOSHADER_USAGE_COLOR,
   210     MOJOSHADER_USAGE_FOG,
   211     MOJOSHADER_USAGE_DEPTH,
   212     MOJOSHADER_USAGE_SAMPLE,
   213     MOJOSHADER_USAGE_TOTAL,  /* housekeeping value; never returned. */
   214 } MOJOSHADER_usage;
   215 
   216 /*
   217  * These are the attributes to be set for a shader. "Attributes" are what
   218  *  Direct3D calls "Vertex Declarations Usages" ...
   219  *  IDirect3DDevice::CreateVertexDeclaration() would need this data, for
   220  *  example. Each attribute is associated with an array of data that uses one
   221  *  element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
   222  *  means we'd expect a secondary color array to be bound to this shader
   223  *  before drawing.
   224  * (name) is a profile-specific variable name; it may be NULL if it isn't
   225  *  applicable to the requested profile.
   226  */
   227 typedef struct MOJOSHADER_attribute
   228 {
   229     MOJOSHADER_usage usage;
   230     int index;
   231     const char *name;
   232 } MOJOSHADER_attribute;
   233 
   234 /*
   235  * Use this if you want to specify newly-parsed code to swizzle incoming
   236  *  data. This can be useful if you know, at parse time, that a shader
   237  *  will be processing data on COLOR0 that should be RGBA, but you'll
   238  *  be passing it a vertex array full of ARGB instead.
   239  */
   240 typedef struct MOJOSHADER_swizzle
   241 {
   242     MOJOSHADER_usage usage;
   243     unsigned int index;
   244     unsigned char swizzles[4];  /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
   245 } MOJOSHADER_swizzle;
   246 
   247 
   248 /*
   249  * MOJOSHADER_symbol data.
   250  *
   251  * These are used to expose high-level information in shader bytecode.
   252  *  They associate HLSL variables with registers. This data is used for both
   253  *  debugging and optimization.
   254  */
   255 
   256 typedef enum
   257 {
   258     MOJOSHADER_SYMREGSET_BOOL,
   259     MOJOSHADER_SYMREGSET_INT4,
   260     MOJOSHADER_SYMREGSET_FLOAT4,
   261     MOJOSHADER_SYMREGSET_SAMPLER,
   262 } MOJOSHADER_symbolRegisterSet;
   263 
   264 typedef enum
   265 {
   266     MOJOSHADER_SYMCLASS_SCALAR,
   267     MOJOSHADER_SYMCLASS_VECTOR,
   268     MOJOSHADER_SYMCLASS_MATRIX_ROWS,
   269     MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
   270     MOJOSHADER_SYMCLASS_OBJECT,
   271     MOJOSHADER_SYMCLASS_STRUCT,
   272 } MOJOSHADER_symbolClass;
   273 
   274 typedef enum
   275 {
   276     MOJOSHADER_SYMTYPE_VOID,
   277     MOJOSHADER_SYMTYPE_BOOL,
   278     MOJOSHADER_SYMTYPE_INT,
   279     MOJOSHADER_SYMTYPE_FLOAT,
   280     MOJOSHADER_SYMTYPE_STRING,
   281     MOJOSHADER_SYMTYPE_TEXTURE,
   282     MOJOSHADER_SYMTYPE_TEXTURE1D,
   283     MOJOSHADER_SYMTYPE_TEXTURE2D,
   284     MOJOSHADER_SYMTYPE_TEXTURE3D,
   285     MOJOSHADER_SYMTYPE_TEXTURECUBE,
   286     MOJOSHADER_SYMTYPE_SAMPLER,
   287     MOJOSHADER_SYMTYPE_SAMPLER1D,
   288     MOJOSHADER_SYMTYPE_SAMPLER2D,
   289     MOJOSHADER_SYMTYPE_SAMPLER3D,
   290     MOJOSHADER_SYMTYPE_SAMPLERCUBE,
   291     MOJOSHADER_SYMTYPE_PIXELSHADER,
   292     MOJOSHADER_SYMTYPE_VERTEXSHADER,
   293     MOJOSHADER_SYMTYPE_PIXELFRAGMENT,
   294     MOJOSHADER_SYMTYPE_VERTEXFRAGMENT,
   295     MOJOSHADER_SYMTYPE_UNSUPPORTED,
   296 } MOJOSHADER_symbolType;
   297 
   298 typedef struct MOJOSHADER_symbolStructMember MOJOSHADER_symbolStructMember;
   299 
   300 typedef struct MOJOSHADER_symbolTypeInfo
   301 {
   302     MOJOSHADER_symbolClass parameter_class;
   303     MOJOSHADER_symbolType parameter_type;
   304     unsigned int rows;
   305     unsigned int columns;
   306     unsigned int elements;
   307     unsigned int member_count;
   308     MOJOSHADER_symbolStructMember *members;
   309 } MOJOSHADER_symbolTypeInfo;
   310 
   311 struct MOJOSHADER_symbolStructMember
   312 {
   313     const char *name;
   314     MOJOSHADER_symbolTypeInfo info;
   315 };
   316 
   317 typedef struct MOJOSHADER_symbol
   318 {
   319     const char *name;
   320     MOJOSHADER_symbolRegisterSet register_set;
   321     unsigned int register_index;
   322     unsigned int register_count;
   323     MOJOSHADER_symbolTypeInfo info;
   324 } MOJOSHADER_symbol;
   325 
   326 
   327 /*
   328  * These are used with MOJOSHADER_error as special case positions.
   329  */
   330 #define MOJOSHADER_POSITION_NONE (-3)
   331 #define MOJOSHADER_POSITION_BEFORE (-2)
   332 #define MOJOSHADER_POSITION_AFTER (-1)
   333 
   334 typedef struct MOJOSHADER_error
   335 {
   336     /*
   337      * Human-readable error, if there is one. Will be NULL if there was no
   338      *  error. The string will be UTF-8 encoded, and English only. Most of
   339      *  these shouldn't be shown to the end-user anyhow.
   340      */
   341     const char *error;
   342 
   343     /*
   344      * Filename where error happened. This can be NULL if the information
   345      *  isn't available.
   346      */
   347     const char *filename;
   348 
   349     /*
   350      * Position of error, if there is one. Will be MOJOSHADER_POSITION_NONE if
   351      *  there was no error, MOJOSHADER_POSITION_BEFORE if there was an error
   352      *  before processing started, and MOJOSHADER_POSITION_AFTER if there was
   353      *  an error during final processing. If >= 0, MOJOSHADER_parse() sets
   354      *  this to the byte offset (starting at zero) into the bytecode you
   355      *  supplied, and MOJOSHADER_assemble(), MOJOSHADER_parseAst(), and
   356      *  MOJOSHADER_compile() sets this to a a line number in the source code
   357      *  you supplied (starting at one).
   358      */
   359     int error_position;
   360 } MOJOSHADER_error;
   361 
   362 
   363 /* !!! FIXME: document me. */
   364 typedef enum MOJOSHADER_preshaderOpcode
   365 {
   366     MOJOSHADER_PRESHADEROP_NOP,
   367     MOJOSHADER_PRESHADEROP_MOV,
   368     MOJOSHADER_PRESHADEROP_NEG,
   369     MOJOSHADER_PRESHADEROP_RCP,
   370     MOJOSHADER_PRESHADEROP_FRC,
   371     MOJOSHADER_PRESHADEROP_EXP,
   372     MOJOSHADER_PRESHADEROP_LOG,
   373     MOJOSHADER_PRESHADEROP_RSQ,
   374     MOJOSHADER_PRESHADEROP_SIN,
   375     MOJOSHADER_PRESHADEROP_COS,
   376     MOJOSHADER_PRESHADEROP_ASIN,
   377     MOJOSHADER_PRESHADEROP_ACOS,
   378     MOJOSHADER_PRESHADEROP_ATAN,
   379     MOJOSHADER_PRESHADEROP_MIN,
   380     MOJOSHADER_PRESHADEROP_MAX,
   381     MOJOSHADER_PRESHADEROP_LT,
   382     MOJOSHADER_PRESHADEROP_GE,
   383     MOJOSHADER_PRESHADEROP_ADD,
   384     MOJOSHADER_PRESHADEROP_MUL,
   385     MOJOSHADER_PRESHADEROP_ATAN2,
   386     MOJOSHADER_PRESHADEROP_DIV,
   387     MOJOSHADER_PRESHADEROP_CMP,
   388     MOJOSHADER_PRESHADEROP_MOVC,
   389     MOJOSHADER_PRESHADEROP_DOT,
   390     MOJOSHADER_PRESHADEROP_NOISE,
   391     MOJOSHADER_PRESHADEROP_SCALAR_OPS,
   392     MOJOSHADER_PRESHADEROP_MIN_SCALAR = MOJOSHADER_PRESHADEROP_SCALAR_OPS,
   393     MOJOSHADER_PRESHADEROP_MAX_SCALAR,
   394     MOJOSHADER_PRESHADEROP_LT_SCALAR,
   395     MOJOSHADER_PRESHADEROP_GE_SCALAR,
   396     MOJOSHADER_PRESHADEROP_ADD_SCALAR,
   397     MOJOSHADER_PRESHADEROP_MUL_SCALAR,
   398     MOJOSHADER_PRESHADEROP_ATAN2_SCALAR,
   399     MOJOSHADER_PRESHADEROP_DIV_SCALAR,
   400     MOJOSHADER_PRESHADEROP_DOT_SCALAR,
   401     MOJOSHADER_PRESHADEROP_NOISE_SCALAR,
   402 } MOJOSHADER_preshaderOpcode;
   403 
   404 typedef enum MOJOSHADER_preshaderOperandType
   405 {
   406     MOJOSHADER_PRESHADEROPERAND_INPUT,
   407     MOJOSHADER_PRESHADEROPERAND_OUTPUT,
   408     MOJOSHADER_PRESHADEROPERAND_LITERAL,
   409     MOJOSHADER_PRESHADEROPERAND_TEMP,
   410 } MOJOSHADER_preshaderOperandType;
   411 
   412 typedef struct MOJOSHADER_preshaderOperand
   413 {
   414     MOJOSHADER_preshaderOperandType type;
   415     unsigned int index;
   416 } MOJOSHADER_preshaderOperand;
   417 
   418 typedef struct MOJOSHADER_preshaderInstruction
   419 {
   420     MOJOSHADER_preshaderOpcode opcode;
   421     unsigned int element_count;
   422     unsigned int operand_count;
   423     MOJOSHADER_preshaderOperand operands[3];
   424 } MOJOSHADER_preshaderInstruction;
   425 
   426 typedef struct MOJOSHADER_preshader
   427 {
   428     unsigned int literal_count;
   429     double *literals;
   430     unsigned int temp_count;  /* scalar, not vector! */
   431     unsigned int symbol_count;
   432     MOJOSHADER_symbol *symbols;
   433     unsigned int instruction_count;
   434     MOJOSHADER_preshaderInstruction *instructions;
   435 } MOJOSHADER_preshader;
   436 
   437 /*
   438  * Structure used to return data from parsing of a shader...
   439  */
   440 /* !!! FIXME: most of these ints should be unsigned. */
   441 typedef struct MOJOSHADER_parseData
   442 {
   443     /*
   444      * The number of elements pointed to by (errors).
   445      */
   446     int error_count;
   447 
   448     /*
   449      * (error_count) elements of data that specify errors that were generated
   450      *  by parsing this shader.
   451      * This can be NULL if there were no errors or if (error_count) is zero.
   452      */
   453     MOJOSHADER_error *errors;
   454 
   455     /*
   456      * The name of the profile used to parse the shader. Will be NULL on error.
   457      */
   458     const char *profile;
   459 
   460     /*
   461      * Bytes of output from parsing. Most profiles produce a string of source
   462      *  code, but profiles that do binary output may not be text at all.
   463      *  Will be NULL on error.
   464      */
   465     const char *output;
   466 
   467     /*
   468      * Byte count for output, not counting any null terminator. Most profiles
   469      *  produce an ASCII string of source code (which will be null-terminated
   470      *  even though that null char isn't included in output_len), but profiles
   471      *  that do binary output may not be text at all. Will be 0 on error.
   472      */
   473     int output_len;
   474 
   475     /*
   476      * Count of Direct3D instruction slots used. This is meaningless in terms
   477      *  of the actual output, as the profile will probably grow or reduce
   478      *  the count (or for high-level languages, not have that information at
   479      *  all). Also, as with Microsoft's own assembler, this value is just a
   480      *  rough estimate, as unpredicable real-world factors make the actual
   481      *  value vary at least a little from this count. Still, it can give you
   482      *  a rough idea of the size of your shader. Will be zero on error.
   483      */
   484     int instruction_count;
   485 
   486     /*
   487      * The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error.
   488      */
   489     MOJOSHADER_shaderType shader_type;
   490 
   491     /*
   492      * The shader's major version. If this was a "vs_3_0", this would be 3.
   493      */
   494     int major_ver;
   495 
   496     /*
   497      * The shader's minor version. If this was a "ps_1_4", this would be 4.
   498      *  Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255.
   499      */
   500     int minor_ver;
   501 
   502     /*
   503      * The number of elements pointed to by (uniforms).
   504      */
   505     int uniform_count;
   506 
   507     /*
   508      * (uniform_count) elements of data that specify Uniforms to be set for
   509      *  this shader. See discussion on MOJOSHADER_uniform for details.
   510      * This can be NULL on error or if (uniform_count) is zero.
   511      */
   512     MOJOSHADER_uniform *uniforms;
   513 
   514     /*
   515      * The number of elements pointed to by (constants).
   516      */
   517     int constant_count;
   518 
   519     /*
   520      * (constant_count) elements of data that specify constants used in
   521      *  this shader. See discussion on MOJOSHADER_constant for details.
   522      * This can be NULL on error or if (constant_count) is zero.
   523      *  This is largely informational: constants are hardcoded into a shader.
   524      *  The constants that you can set like parameters are in the "uniforms"
   525      *  list.
   526      */
   527     MOJOSHADER_constant *constants;
   528 
   529     /*
   530      * The number of elements pointed to by (samplers).
   531      */
   532     int sampler_count;
   533 
   534     /*
   535      * (sampler_count) elements of data that specify Samplers to be set for
   536      *  this shader. See discussion on MOJOSHADER_sampler for details.
   537      * This can be NULL on error or if (sampler_count) is zero.
   538      */
   539     MOJOSHADER_sampler *samplers;
   540 
   541     /* !!! FIXME: this should probably be "input" and not "attribute" */
   542     /*
   543      * The number of elements pointed to by (attributes).
   544      */
   545     int attribute_count;
   546 
   547     /* !!! FIXME: this should probably be "input" and not "attribute" */
   548     /*
   549      * (attribute_count) elements of data that specify Attributes to be set
   550      *  for this shader. See discussion on MOJOSHADER_attribute for details.
   551      * This can be NULL on error or if (attribute_count) is zero.
   552      */
   553     MOJOSHADER_attribute *attributes;
   554 
   555     /*
   556      * The number of elements pointed to by (outputs).
   557      */
   558     int output_count;
   559 
   560     /*
   561      * (output_count) elements of data that specify outputs this shader
   562      *  writes to. See discussion on MOJOSHADER_attribute for details.
   563      * This can be NULL on error or if (output_count) is zero.
   564      */
   565     MOJOSHADER_attribute *outputs;
   566 
   567     /*
   568      * The number of elements pointed to by (swizzles).
   569      */
   570     int swizzle_count;
   571 
   572     /* !!! FIXME: this should probably be "input" and not "attribute" */
   573     /*
   574      * (swizzle_count) elements of data that specify swizzles the shader will
   575      *  apply to incoming attributes. This is a copy of what was passed to
   576      *  MOJOSHADER_parseData().
   577      * This can be NULL on error or if (swizzle_count) is zero.
   578      */
   579     MOJOSHADER_swizzle *swizzles;
   580 
   581     /*
   582      * The number of elements pointed to by (symbols).
   583      */
   584     int symbol_count;
   585 
   586     /*
   587      * (symbol_count) elements of data that specify high-level symbol data
   588      *  for the shader. This will be parsed from the CTAB section
   589      *  in bytecode, and will be a copy of what you provide to
   590      *  MOJOSHADER_assemble(). This data is optional.
   591      * This can be NULL on error or if (symbol_count) is zero.
   592      */
   593     MOJOSHADER_symbol *symbols;
   594 
   595     /*
   596      * !!! FIXME: document me.
   597      * This can be NULL on error or if no preshader was available.
   598      */
   599     MOJOSHADER_preshader *preshader;
   600 
   601     /*
   602      * This is the malloc implementation you passed to MOJOSHADER_parse().
   603      */
   604     MOJOSHADER_malloc malloc;
   605 
   606     /*
   607      * This is the free implementation you passed to MOJOSHADER_parse().
   608      */
   609     MOJOSHADER_free free;
   610 
   611     /*
   612      * This is the pointer you passed as opaque data for your allocator.
   613      */
   614     void *malloc_data;
   615 } MOJOSHADER_parseData;
   616 
   617 
   618 /*
   619  * Profile string for Direct3D assembly language output.
   620  */
   621 #define MOJOSHADER_PROFILE_D3D "d3d"
   622 
   623 /*
   624  * Profile string for passthrough of the original bytecode, unchanged.
   625  */
   626 #define MOJOSHADER_PROFILE_BYTECODE "bytecode"
   627 
   628 /*
   629  * Profile string for GLSL: OpenGL high-level shader language output.
   630  */
   631 #define MOJOSHADER_PROFILE_GLSL "glsl"
   632 
   633 /*
   634  * Profile string for GLSL 1.20: minor improvements to base GLSL spec.
   635  */
   636 #define MOJOSHADER_PROFILE_GLSL120 "glsl120"
   637 
   638 /*
   639  * Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
   640  */
   641 #define MOJOSHADER_PROFILE_ARB1 "arb1"
   642 
   643 /*
   644  * Profile string for OpenGL ARB 1.0 shaders with Nvidia 2.0 extensions:
   645  *  GL_NV_vertex_program2_option and GL_NV_fragment_program2
   646  */
   647 #define MOJOSHADER_PROFILE_NV2 "nv2"
   648 
   649 /*
   650  * Profile string for OpenGL ARB 1.0 shaders with Nvidia 3.0 extensions:
   651  *  GL_NV_vertex_program3 and GL_NV_fragment_program2
   652  */
   653 #define MOJOSHADER_PROFILE_NV3 "nv3"
   654 
   655 /*
   656  * Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
   657  *  GL_NV_gpu_program4
   658  */
   659 #define MOJOSHADER_PROFILE_NV4 "nv4"
   660 
   661 /*
   662  * Determine the highest supported Shader Model for a profile.
   663  */
   664 int MOJOSHADER_maxShaderModel(const char *profile);
   665 
   666 
   667 /*
   668  * Parse a compiled Direct3D shader's bytecode.
   669  *
   670  * This is your primary entry point into MojoShader. You need to pass it
   671  *  a compiled D3D shader and tell it which "profile" you want to use to
   672  *  convert it into useful data.
   673  *
   674  * The available profiles are the set of MOJOSHADER_PROFILE_* defines.
   675  *  Note that MojoShader may be built without support for all listed
   676  *  profiles (in which case using one here will return with an error).
   677  *
   678  * As parsing requires some memory to be allocated, you may provide a custom
   679  *  allocator to this function, which will be used to allocate/free memory.
   680  *  They function just like malloc() and free(). We do not use realloc().
   681  *  If you don't care, pass NULL in for the allocator functions. If your
   682  *  allocator needs instance-specific data, you may supply it with the
   683  *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
   684  *
   685  * This function returns a MOJOSHADER_parseData.
   686  *
   687  * This function will never return NULL, even if the system is completely
   688  *  out of memory upon entry (in which case, this function returns a static
   689  *  MOJOSHADER_parseData object, which is still safe to pass to
   690  *  MOJOSHADER_freeParseData()).
   691  *
   692  * You can tell the generated program to swizzle certain inputs. If you know
   693  *  that COLOR0 should be RGBA but you're passing in ARGB, you can specify
   694  *  a swizzle of { MOJOSHADER_USAGE_COLOR, 0, {1,2,3,0} } to (swiz). If the
   695  *  input register in the code would produce reg.ywzx, that swizzle would
   696  *  change it to reg.wzxy ... (swiz) can be NULL.
   697  *
   698  * This function is thread safe, so long as (m) and (f) are too, and that
   699  *  (tokenbuf) remains intact for the duration of the call. This allows you
   700  *  to parse several shaders on separate CPU cores at the same time.
   701  */
   702 const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
   703                                              const unsigned char *tokenbuf,
   704                                              const unsigned int bufsize,
   705                                              const MOJOSHADER_swizzle *swiz,
   706                                              const unsigned int swizcount,
   707                                              MOJOSHADER_malloc m,
   708                                              MOJOSHADER_free f,
   709                                              void *d);
   710 
   711 /*
   712  * Call this to dispose of parsing results when you are done with them.
   713  *  This will call the MOJOSHADER_free function you provided to
   714  *  MOJOSHADER_parse multiple times, if you provided one.
   715  *  Passing a NULL here is a safe no-op.
   716  *
   717  * This function is thread safe, so long as any allocator you passed into
   718  *  MOJOSHADER_parse() is, too.
   719  */
   720 void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
   721 
   722 
   723 /* Effects interface... */  /* !!! FIXME: THIS API IS NOT STABLE YET! */
   724 
   725 typedef struct MOJOSHADER_effectParam
   726 {
   727     const char *name;
   728     const char *semantic;
   729 } MOJOSHADER_effectParam;
   730 
   731 typedef struct MOJOSHADER_effectState
   732 {
   733     unsigned int type;
   734 } MOJOSHADER_effectState;
   735 
   736 typedef struct MOJOSHADER_effectPass
   737 {
   738     const char *name;
   739     unsigned int state_count;
   740     MOJOSHADER_effectState *states;
   741 } MOJOSHADER_effectPass;
   742 
   743 typedef struct MOJOSHADER_effectTechnique
   744 {
   745     const char *name;
   746     unsigned int pass_count;
   747     MOJOSHADER_effectPass *passes;
   748 } MOJOSHADER_effectTechnique;
   749 
   750 typedef struct MOJOSHADER_effectTexture
   751 {
   752     unsigned int param;
   753     const char *name;
   754 } MOJOSHADER_effectTexture;
   755 
   756 typedef struct MOJOSHADER_effectShader
   757 {
   758     unsigned int technique;
   759     unsigned int pass;
   760     const MOJOSHADER_parseData *shader;
   761 } MOJOSHADER_effectShader;
   762 
   763 /*
   764  * Structure used to return data from parsing of an effect file...
   765  */
   766 /* !!! FIXME: most of these ints should be unsigned. */
   767 typedef struct MOJOSHADER_effect
   768 {
   769     /*
   770      * The number of elements pointed to by (errors).
   771      */
   772     int error_count;
   773 
   774     /*
   775      * (error_count) elements of data that specify errors that were generated
   776      *  by parsing this shader.
   777      * This can be NULL if there were no errors or if (error_count) is zero.
   778      */
   779     MOJOSHADER_error *errors;
   780 
   781     /*
   782      * The name of the profile used to parse the shader. Will be NULL on error.
   783      */
   784     const char *profile;
   785 
   786     /*
   787      * The number of params pointed to by (params).
   788      */
   789     int param_count;
   790 
   791     /*
   792      * (param_count) elements of data that specify parameter bind points for
   793      *  this effect.
   794      * This can be NULL on error or if (param_count) is zero.
   795      */
   796     MOJOSHADER_effectParam *params;
   797 
   798     /*
   799      * The number of elements pointed to by (techniques).
   800      */
   801     int technique_count;
   802 
   803     /*
   804      * (technique_count) elements of data that specify techniques used in
   805      *  this effect. Each technique contains a series of passes, and each pass
   806      *  specifies state and shaders that affect rendering.
   807      * This can be NULL on error or if (technique_count) is zero.
   808      */
   809     MOJOSHADER_effectTechnique *techniques;
   810 
   811     /*
   812      * The number of elements pointed to by (textures).
   813      */
   814     int texture_count;
   815 
   816     /*
   817      * (texture_count) elements of data that specify textures used in
   818      *  this effect.
   819      * This can be NULL on error or if (texture_count) is zero.
   820      */
   821     MOJOSHADER_effectTexture *textures;
   822 
   823     /*
   824      * The number of elements pointed to by (shaders).
   825      */
   826     int shader_count;
   827 
   828     /*
   829      * (shader_count) elements of data that specify shaders used in
   830      *  this effect.
   831      * This can be NULL on error or if (shader_count) is zero.
   832      */
   833     MOJOSHADER_effectShader *shaders;
   834 
   835     /*
   836      * This is the malloc implementation you passed to MOJOSHADER_parseEffect().
   837      */
   838     MOJOSHADER_malloc malloc;
   839 
   840     /*
   841      * This is the free implementation you passed to MOJOSHADER_parseEffect().
   842      */
   843     MOJOSHADER_free free;
   844 
   845     /*
   846      * This is the pointer you passed as opaque data for your allocator.
   847      */
   848     void *malloc_data;
   849 } MOJOSHADER_effect;
   850 
   851 /* !!! FIXME: document me. */
   852 const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
   853                                                 const unsigned char *buf,
   854                                                 const unsigned int _len,
   855                                                 const MOJOSHADER_swizzle *swiz,
   856                                                 const unsigned int swizcount,
   857                                                 MOJOSHADER_malloc m,
   858                                                 MOJOSHADER_free f,
   859                                                 void *d);
   860 
   861 
   862 /* !!! FIXME: document me. */
   863 void MOJOSHADER_freeEffect(const MOJOSHADER_effect *effect);
   864 
   865 
   866 /* Preprocessor interface... */
   867 
   868 /*
   869  * Structure used to pass predefined macros. Maps to D3DXMACRO.
   870  *  You can have macro arguments: set identifier to "a(b, c)" or whatever.
   871  */
   872 typedef struct MOJOSHADER_preprocessorDefine
   873 {
   874     const char *identifier;
   875     const char *definition;
   876 } MOJOSHADER_preprocessorDefine;
   877 
   878 /*
   879  * Used with the MOJOSHADER_includeOpen callback. Maps to D3DXINCLUDE_TYPE.
   880  */
   881 typedef enum
   882 {
   883     MOJOSHADER_INCLUDETYPE_LOCAL,   /* local header: #include "blah.h" */
   884     MOJOSHADER_INCLUDETYPE_SYSTEM   /* system header: #include <blah.h> */
   885 } MOJOSHADER_includeType;
   886 
   887 
   888 /*
   889  * Structure used to return data from preprocessing of a shader...
   890  */
   891 /* !!! FIXME: most of these ints should be unsigned. */
   892 typedef struct MOJOSHADER_preprocessData
   893 {
   894     /*
   895      * The number of elements pointed to by (errors).
   896      */
   897     int error_count;
   898 
   899     /*
   900      * (error_count) elements of data that specify errors that were generated
   901      *  by parsing this shader.
   902      * This can be NULL if there were no errors or if (error_count) is zero.
   903      */
   904     MOJOSHADER_error *errors;
   905 
   906     /*
   907      * Bytes of output from preprocessing. This is a UTF-8 string. We
   908      *  guarantee it to be NULL-terminated. Will be NULL on error.
   909      */
   910     const char *output;
   911 
   912     /*
   913      * Byte count for output, not counting any null terminator.
   914      *  Will be 0 on error.
   915      */
   916     int output_len;
   917 
   918     /*
   919      * This is the malloc implementation you passed to MOJOSHADER_parse().
   920      */
   921     MOJOSHADER_malloc malloc;
   922 
   923     /*
   924      * This is the free implementation you passed to MOJOSHADER_parse().
   925      */
   926     MOJOSHADER_free free;
   927 
   928     /*
   929      * This is the pointer you passed as opaque data for your allocator.
   930      */
   931     void *malloc_data;
   932 } MOJOSHADER_preprocessData;
   933 
   934 
   935 /*
   936  * This callback allows an app to handle #include statements for the
   937  *  preprocessor. When the preprocessor sees an #include, it will call this
   938  *  function to obtain the contents of the requested file. This is optional;
   939  *  the preprocessor will open files directly if no callback is supplied, but
   940  *  this allows an app to retrieve data from something other than the
   941  *  traditional filesystem (for example, headers packed in a .zip file or
   942  *  headers generated on-the-fly).
   943  *
   944  * This function maps to ID3DXInclude::Open()
   945  *
   946  * (inctype) specifies the type of header we wish to include.
   947  * (fname) specifies the name of the file specified on the #include line.
   948  * (parent) is a string of the entire source file containing the include, in
   949  *  its original, not-yet-preprocessed state. Note that this is just the
   950  *  contents of the specific file, not all source code that the preprocessor
   951  *  has seen through other includes, etc.
   952  * (outdata) will be set by the callback to a pointer to the included file's
   953  *  contents. The callback is responsible for allocating this however they
   954  *  see fit (we provide allocator functions, but you may ignore them). This
   955  *  pointer must remain valid until the includeClose callback runs. This
   956  *  string does not need to be NULL-terminated.
   957  * (outbytes) will be set by the callback to the number of bytes pointed to
   958  *  by (outdata).
   959  * (m),(f), and (d) are the allocator details that the application passed to
   960  *  MojoShader. If these were NULL, MojoShader may have replaced them with its
   961  *  own internal allocators.
   962  *
   963  * The callback returns zero on error, non-zero on success.
   964  *
   965  * If you supply an includeOpen callback, you must supply includeClose, too.
   966  */
   967 typedef int (*MOJOSHADER_includeOpen)(MOJOSHADER_includeType inctype,
   968                             const char *fname, const char *parent,
   969                             const char **outdata, unsigned int *outbytes,
   970                             MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
   971 
   972 /*
   973  * This callback allows an app to clean up the results of a previous
   974  *  includeOpen callback.
   975  *
   976  * This function maps to ID3DXInclude::Close()
   977  *
   978  * (data) is the data that was returned from a previous call to includeOpen.
   979  *  It is now safe to deallocate this data.
   980  * (m),(f), and (d) are the same allocator details that were passed to your
   981  *  includeOpen callback.
   982  *
   983  * If you supply an includeClose callback, you must supply includeOpen, too.
   984  */
   985 typedef void (*MOJOSHADER_includeClose)(const char *data,
   986                             MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
   987 
   988 
   989 /*
   990  * This function is optional. Even if you are dealing with shader source
   991  *  code, you don't need to explicitly use the preprocessor, as the compiler
   992  *  and assembler will use it behind the scenes. In fact, you probably never
   993  *  need this function unless you are debugging a custom tool (or debugging
   994  *  MojoShader itself).
   995  *
   996  * Preprocessing roughly follows the syntax of an ANSI C preprocessor, as
   997  *  Microsoft's Direct3D assembler and HLSL compiler use this syntax. Please
   998  *  note that we try to match the output you'd get from Direct3D's
   999  *  preprocessor, which has some quirks if you're expecting output that matches
  1000  *  a generic C preprocessor.
  1001  *
  1002  * This function maps to D3DXPreprocessShader().
  1003  *
  1004  * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
  1005  *  actually access this file, as we obtain our data from (source). This
  1006  *  string is copied when we need to report errors while processing (source),
  1007  *  as opposed to errors in a file referenced via the #include directive in
  1008  *  (source). If this is NULL, then errors will report the filename as NULL,
  1009  *  too.
  1010  *
  1011  * (source) is an string of UTF-8 text to preprocess. It does not need to be
  1012  *  NULL-terminated.
  1013  *
  1014  * (sourcelen) is the length of the string pointed to by (source), in bytes.
  1015  *
  1016  * (defines) points to (define_count) preprocessor definitions, and can be
  1017  *  NULL. These are treated by the preprocessor as if the source code started
  1018  *  with one #define for each entry you pass in here.
  1019  *
  1020  * (include_open) and (include_close) let the app control the preprocessor's
  1021  *  behaviour for #include statements. Both are optional and can be NULL, but
  1022  *  both must be specified if either is specified.
  1023  *
  1024  * This will return a MOJOSHADER_preprocessorData. You should pass this
  1025  *  return value to MOJOSHADER_freePreprocessData() when you are done with
  1026  *  it.
  1027  *
  1028  * This function will never return NULL, even if the system is completely
  1029  *  out of memory upon entry (in which case, this function returns a static
  1030  *  MOJOSHADER_preprocessData object, which is still safe to pass to
  1031  *  MOJOSHADER_freePreprocessData()).
  1032  *
  1033  * As preprocessing requires some memory to be allocated, you may provide a
  1034  *  custom allocator to this function, which will be used to allocate/free
  1035  *  memory. They function just like malloc() and free(). We do not use
  1036  *  realloc(). If you don't care, pass NULL in for the allocator functions.
  1037  *  If your allocator needs instance-specific data, you may supply it with the
  1038  *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
  1039  *
  1040  * This function is thread safe, so long as the various callback functions
  1041  *  are, too, and that the parameters remains intact for the duration of the
  1042  *  call. This allows you to preprocess several shaders on separate CPU cores
  1043  *  at the same time.
  1044  */
  1045 const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
  1046                              const char *source, unsigned int sourcelen,
  1047                              const MOJOSHADER_preprocessorDefine *defines,
  1048                              unsigned int define_count,
  1049                              MOJOSHADER_includeOpen include_open,
  1050                              MOJOSHADER_includeClose include_close,
  1051                              MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
  1052 
  1053 
  1054 /*
  1055  * Call this to dispose of preprocessing results when you are done with them.
  1056  *  This will call the MOJOSHADER_free function you provided to
  1057  *  MOJOSHADER_preprocess() multiple times, if you provided one.
  1058  *  Passing a NULL here is a safe no-op.
  1059  *
  1060  * This function is thread safe, so long as any allocator you passed into
  1061  *  MOJOSHADER_preprocess() is, too.
  1062  */
  1063 void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);
  1064 
  1065 
  1066 /* Assembler interface... */
  1067 
  1068 /*
  1069  * This function is optional. Use this to convert Direct3D shader assembly
  1070  *  language into bytecode, which can be handled by MOJOSHADER_parse().
  1071  *
  1072  * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
  1073  *  actually access this file, as we obtain our data from (source). This
  1074  *  string is copied when we need to report errors while processing (source),
  1075  *  as opposed to errors in a file referenced via the #include directive in
  1076  *  (source). If this is NULL, then errors will report the filename as NULL,
  1077  *  too.
  1078  *
  1079  * (source) is an UTF-8 string of valid Direct3D shader assembly source code.
  1080  *  It does not need to be NULL-terminated.
  1081  *
  1082  * (sourcelen) is the length of the string pointed to by (source), in bytes.
  1083  *
  1084  * (comments) points to (comment_count) NULL-terminated UTF-8 strings, and
  1085  *  can be NULL. These strings are inserted as comments in the bytecode.
  1086  *
  1087  * (symbols) points to (symbol_count) symbol structs, and can be NULL. These
  1088  *  become a CTAB field in the bytecode. This is optional, but
  1089  *  MOJOSHADER_parse() needs CTAB data for all arrays used in a program, or
  1090  *  relative addressing will not be permitted, so you'll want to at least
  1091  *  provide symbol information for those. The symbol data is 100% trusted
  1092  *  at this time; it will not be checked to see if it matches what was
  1093  *  assembled in any way whatsoever.
  1094  *
  1095  * (defines) points to (define_count) preprocessor definitions, and can be
  1096  *  NULL. These are treated by the preprocessor as if the source code started
  1097  *  with one #define for each entry you pass in here.
  1098  *
  1099  * (include_open) and (include_close) let the app control the preprocessor's
  1100  *  behaviour for #include statements. Both are optional and can be NULL, but
  1101  *  both must be specified if either is specified.
  1102  *
  1103  * This will return a MOJOSHADER_parseData, like MOJOSHADER_parse() would,
  1104  *  except the profile will be MOJOSHADER_PROFILE_BYTECODE and the output
  1105  *  will be the assembled bytecode instead of some other language. This output
  1106  *  can be pushed back through MOJOSHADER_parseData() with a different profile.
  1107  *
  1108  * This function will never return NULL, even if the system is completely
  1109  *  out of memory upon entry (in which case, this function returns a static
  1110  *  MOJOSHADER_parseData object, which is still safe to pass to
  1111  *  MOJOSHADER_freeParseData()).
  1112  *
  1113  * As assembling requires some memory to be allocated, you may provide a
  1114  *  custom allocator to this function, which will be used to allocate/free
  1115  *  memory. They function just like malloc() and free(). We do not use
  1116  *  realloc(). If you don't care, pass NULL in for the allocator functions.
  1117  *  If your allocator needs instance-specific data, you may supply it with the
  1118  *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
  1119  *
  1120  * This function is thread safe, so long as the various callback functions
  1121  *  are, too, and that the parameters remains intact for the duration of the
  1122  *  call. This allows you to assemble several shaders on separate CPU cores
  1123  *  at the same time.
  1124  */
  1125 const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *filename,
  1126                              const char *source, unsigned int sourcelen,
  1127                              const char **comments, unsigned int comment_count,
  1128                              const MOJOSHADER_symbol *symbols,
  1129                              unsigned int symbol_count,
  1130                              const MOJOSHADER_preprocessorDefine *defines,
  1131                              unsigned int define_count,
  1132                              MOJOSHADER_includeOpen include_open,
  1133                              MOJOSHADER_includeClose include_close,
  1134                              MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
  1135 
  1136 
  1137 /* High level shading language support... */
  1138 
  1139 /*
  1140  * Source profile strings for HLSL: Direct3D High Level Shading Language.
  1141  */
  1142 #define MOJOSHADER_SRC_PROFILE_HLSL_VS_1_1 "hlsl_vs_1_1"
  1143 #define MOJOSHADER_SRC_PROFILE_HLSL_VS_2_0 "hlsl_vs_2_0"
  1144 #define MOJOSHADER_SRC_PROFILE_HLSL_VS_3_0 "hlsl_vs_3_0"
  1145 #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_1 "hlsl_ps_1_1"
  1146 #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_2 "hlsl_ps_1_2"
  1147 #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_3 "hlsl_ps_1_3"
  1148 #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_4 "hlsl_ps_1_4"
  1149 #define MOJOSHADER_SRC_PROFILE_HLSL_PS_2_0 "hlsl_ps_2_0"
  1150 #define MOJOSHADER_SRC_PROFILE_HLSL_PS_3_0 "hlsl_ps_3_0"
  1151 
  1152 
  1153 /* Abstract Syntax Tree interface... */
  1154 
  1155 /*
  1156  * ATTENTION: This adds a lot of stuff to the API, but almost everyone can
  1157  *  ignore this section. Seriously, go ahead and skip over anything that has
  1158  *  "AST" in it, unless you know why you'd want to use it.
  1159  *
  1160  * ALSO: This API is still evolving! We make no promises at this time to keep
  1161  *  source or binary compatibility for the AST pieces.
  1162  *
  1163  * Important notes:
  1164  *  - ASTs are the result of parsing the source code: a program that fails to
  1165  *    compile will often parse successfully. Undeclared variables,
  1166  *    type incompatibilities, etc, aren't detected at this point.
  1167  *  - Vector swizzles (the ".xyzw" part of "MyVec4.xyzw") will look like
  1168  *    structure dereferences. We don't realize these are actually swizzles
  1169  *    until semantic analysis.
  1170  *  - MOJOSHADER_astDataType info is not reliable when returned from
  1171  *    MOJOSHADER_parseAst()! Most of the datatype info will be missing or have
  1172  *    inaccurate data types. We sort these out during semantic analysis, which
  1173  *    happens after the AST parsing is complete. A few are filled in, or can
  1174  *    be deduced fairly trivially by processing several pieces into one.
  1175  *    It's enough that you can reproduce the original source code, more or
  1176  *    less, from the AST.
  1177  */
  1178 
  1179 /* High-level datatypes for AST nodes. */
  1180 typedef enum MOJOSHADER_astDataTypeType
  1181 {
  1182     MOJOSHADER_AST_DATATYPE_NONE,
  1183     MOJOSHADER_AST_DATATYPE_BOOL,
  1184     MOJOSHADER_AST_DATATYPE_INT,
  1185     MOJOSHADER_AST_DATATYPE_UINT,
  1186     MOJOSHADER_AST_DATATYPE_FLOAT,
  1187     MOJOSHADER_AST_DATATYPE_FLOAT_SNORM,
  1188     MOJOSHADER_AST_DATATYPE_FLOAT_UNORM,
  1189     MOJOSHADER_AST_DATATYPE_HALF,
  1190     MOJOSHADER_AST_DATATYPE_DOUBLE,
  1191     MOJOSHADER_AST_DATATYPE_STRING,
  1192     MOJOSHADER_AST_DATATYPE_SAMPLER_1D,
  1193     MOJOSHADER_AST_DATATYPE_SAMPLER_2D,
  1194     MOJOSHADER_AST_DATATYPE_SAMPLER_3D,
  1195     MOJOSHADER_AST_DATATYPE_SAMPLER_CUBE,
  1196     MOJOSHADER_AST_DATATYPE_SAMPLER_STATE,
  1197     MOJOSHADER_AST_DATATYPE_SAMPLER_COMPARISON_STATE,
  1198     MOJOSHADER_AST_DATATYPE_STRUCT,
  1199     MOJOSHADER_AST_DATATYPE_ARRAY,
  1200     MOJOSHADER_AST_DATATYPE_VECTOR,
  1201     MOJOSHADER_AST_DATATYPE_MATRIX,
  1202     MOJOSHADER_AST_DATATYPE_BUFFER,
  1203     MOJOSHADER_AST_DATATYPE_FUNCTION,
  1204     MOJOSHADER_AST_DATATYPE_USER,
  1205 } MOJOSHADER_astDataTypeType;
  1206 #define MOJOSHADER_AST_DATATYPE_CONST (1 << 31)
  1207 
  1208 typedef union MOJOSHADER_astDataType MOJOSHADER_astDataType;
  1209 
  1210 // This is just part of DataTypeStruct, never appears outside of it.
  1211 typedef struct MOJOSHADER_astDataTypeStructMember
  1212 {
  1213     const MOJOSHADER_astDataType *datatype;
  1214     const char *identifier;
  1215 } MOJOSHADER_astDataTypeStructMember;
  1216 
  1217 typedef struct MOJOSHADER_astDataTypeStruct
  1218 {
  1219     MOJOSHADER_astDataTypeType type;
  1220     const MOJOSHADER_astDataTypeStructMember *members;
  1221     int member_count;
  1222 } MOJOSHADER_astDataTypeStruct;
  1223 
  1224 typedef struct MOJOSHADER_astDataTypeArray
  1225 {
  1226     MOJOSHADER_astDataTypeType type;
  1227     const MOJOSHADER_astDataType *base;
  1228     int elements;
  1229 } MOJOSHADER_astDataTypeArray;
  1230 
  1231 typedef MOJOSHADER_astDataTypeArray MOJOSHADER_astDataTypeVector;
  1232 
  1233 typedef struct MOJOSHADER_astDataTypeMatrix
  1234 {
  1235     MOJOSHADER_astDataTypeType type;
  1236     const MOJOSHADER_astDataType *base;
  1237     int rows;
  1238     int columns;
  1239 } MOJOSHADER_astDataTypeMatrix;
  1240 
  1241 typedef struct MOJOSHADER_astDataTypeBuffer
  1242 {
  1243     MOJOSHADER_astDataTypeType type;
  1244     const MOJOSHADER_astDataType *base;
  1245 } MOJOSHADER_astDataTypeBuffer;
  1246 
  1247 typedef struct MOJOSHADER_astDataTypeFunction
  1248 {
  1249     MOJOSHADER_astDataTypeType type;
  1250     const MOJOSHADER_astDataType *retval;
  1251     const MOJOSHADER_astDataType **params;
  1252     int num_params;
  1253     int intrinsic;  /* non-zero for built-in functions */
  1254 } MOJOSHADER_astDataTypeFunction;
  1255 
  1256 typedef struct MOJOSHADER_astDataTypeUser
  1257 {
  1258     MOJOSHADER_astDataTypeType type;
  1259     const MOJOSHADER_astDataType *details;
  1260     const char *name;
  1261 } MOJOSHADER_astDataTypeUser;
  1262 
  1263 union MOJOSHADER_astDataType
  1264 {
  1265     MOJOSHADER_astDataTypeType type;
  1266     MOJOSHADER_astDataTypeArray array;
  1267     MOJOSHADER_astDataTypeStruct structure;
  1268     MOJOSHADER_astDataTypeVector vector;
  1269     MOJOSHADER_astDataTypeMatrix matrix;
  1270     MOJOSHADER_astDataTypeBuffer buffer;
  1271     MOJOSHADER_astDataTypeUser user;
  1272     MOJOSHADER_astDataTypeFunction function;
  1273 };
  1274 
  1275 /* Structures that make up the parse tree... */
  1276 
  1277 typedef enum MOJOSHADER_astNodeType
  1278 {
  1279     MOJOSHADER_AST_OP_START_RANGE,         /* expression operators. */
  1280 
  1281     MOJOSHADER_AST_OP_START_RANGE_UNARY,   /* unary operators. */
  1282     MOJOSHADER_AST_OP_PREINCREMENT,
  1283     MOJOSHADER_AST_OP_PREDECREMENT,
  1284     MOJOSHADER_AST_OP_NEGATE,
  1285     MOJOSHADER_AST_OP_COMPLEMENT,
  1286     MOJOSHADER_AST_OP_NOT,
  1287     MOJOSHADER_AST_OP_POSTINCREMENT,
  1288     MOJOSHADER_AST_OP_POSTDECREMENT,
  1289     MOJOSHADER_AST_OP_CAST,
  1290     MOJOSHADER_AST_OP_END_RANGE_UNARY,
  1291 
  1292     MOJOSHADER_AST_OP_START_RANGE_BINARY,  /* binary operators. */
  1293     MOJOSHADER_AST_OP_COMMA,
  1294     MOJOSHADER_AST_OP_MULTIPLY,
  1295     MOJOSHADER_AST_OP_DIVIDE,
  1296     MOJOSHADER_AST_OP_MODULO,
  1297     MOJOSHADER_AST_OP_ADD,
  1298     MOJOSHADER_AST_OP_SUBTRACT,
  1299     MOJOSHADER_AST_OP_LSHIFT,
  1300     MOJOSHADER_AST_OP_RSHIFT,
  1301     MOJOSHADER_AST_OP_LESSTHAN,
  1302     MOJOSHADER_AST_OP_GREATERTHAN,
  1303     MOJOSHADER_AST_OP_LESSTHANOREQUAL,
  1304     MOJOSHADER_AST_OP_GREATERTHANOREQUAL,
  1305     MOJOSHADER_AST_OP_EQUAL,
  1306     MOJOSHADER_AST_OP_NOTEQUAL,
  1307     MOJOSHADER_AST_OP_BINARYAND,
  1308     MOJOSHADER_AST_OP_BINARYXOR,
  1309     MOJOSHADER_AST_OP_BINARYOR,
  1310     MOJOSHADER_AST_OP_LOGICALAND,
  1311     MOJOSHADER_AST_OP_LOGICALOR,
  1312     MOJOSHADER_AST_OP_ASSIGN,
  1313     MOJOSHADER_AST_OP_MULASSIGN,
  1314     MOJOSHADER_AST_OP_DIVASSIGN,
  1315     MOJOSHADER_AST_OP_MODASSIGN,
  1316     MOJOSHADER_AST_OP_ADDASSIGN,
  1317     MOJOSHADER_AST_OP_SUBASSIGN,
  1318     MOJOSHADER_AST_OP_LSHIFTASSIGN,
  1319     MOJOSHADER_AST_OP_RSHIFTASSIGN,
  1320     MOJOSHADER_AST_OP_ANDASSIGN,
  1321     MOJOSHADER_AST_OP_XORASSIGN,
  1322     MOJOSHADER_AST_OP_ORASSIGN,
  1323     MOJOSHADER_AST_OP_DEREF_ARRAY,
  1324     MOJOSHADER_AST_OP_END_RANGE_BINARY,
  1325 
  1326     MOJOSHADER_AST_OP_START_RANGE_TERNARY,  /* ternary operators. */
  1327     MOJOSHADER_AST_OP_CONDITIONAL,
  1328     MOJOSHADER_AST_OP_END_RANGE_TERNARY,
  1329 
  1330     MOJOSHADER_AST_OP_START_RANGE_DATA,     /* expression operands. */
  1331     MOJOSHADER_AST_OP_IDENTIFIER,
  1332     MOJOSHADER_AST_OP_INT_LITERAL,
  1333     MOJOSHADER_AST_OP_FLOAT_LITERAL,
  1334     MOJOSHADER_AST_OP_STRING_LITERAL,
  1335     MOJOSHADER_AST_OP_BOOLEAN_LITERAL,
  1336     MOJOSHADER_AST_OP_END_RANGE_DATA,
  1337 
  1338     MOJOSHADER_AST_OP_START_RANGE_MISC,     /* other expression things. */
  1339     MOJOSHADER_AST_OP_DEREF_STRUCT,
  1340     MOJOSHADER_AST_OP_CALLFUNC,
  1341     MOJOSHADER_AST_OP_CONSTRUCTOR,
  1342     MOJOSHADER_AST_OP_END_RANGE_MISC,
  1343     MOJOSHADER_AST_OP_END_RANGE,
  1344 
  1345     MOJOSHADER_AST_COMPUNIT_START_RANGE,    /* things in global scope. */
  1346     MOJOSHADER_AST_COMPUNIT_FUNCTION,
  1347     MOJOSHADER_AST_COMPUNIT_TYPEDEF,
  1348     MOJOSHADER_AST_COMPUNIT_STRUCT,
  1349     MOJOSHADER_AST_COMPUNIT_VARIABLE,
  1350     MOJOSHADER_AST_COMPUNIT_END_RANGE,
  1351 
  1352     MOJOSHADER_AST_STATEMENT_START_RANGE,   /* statements in function scope. */
  1353     MOJOSHADER_AST_STATEMENT_EMPTY,
  1354     MOJOSHADER_AST_STATEMENT_BREAK,
  1355     MOJOSHADER_AST_STATEMENT_CONTINUE,
  1356     MOJOSHADER_AST_STATEMENT_DISCARD,
  1357     MOJOSHADER_AST_STATEMENT_BLOCK,
  1358     MOJOSHADER_AST_STATEMENT_EXPRESSION,
  1359     MOJOSHADER_AST_STATEMENT_IF,
  1360     MOJOSHADER_AST_STATEMENT_SWITCH,
  1361     MOJOSHADER_AST_STATEMENT_FOR,
  1362     MOJOSHADER_AST_STATEMENT_DO,
  1363     MOJOSHADER_AST_STATEMENT_WHILE,
  1364     MOJOSHADER_AST_STATEMENT_RETURN,
  1365     MOJOSHADER_AST_STATEMENT_TYPEDEF,
  1366     MOJOSHADER_AST_STATEMENT_STRUCT,
  1367     MOJOSHADER_AST_STATEMENT_VARDECL,
  1368     MOJOSHADER_AST_STATEMENT_END_RANGE,
  1369 
  1370     MOJOSHADER_AST_MISC_START_RANGE,        /* misc. syntactic glue. */
  1371     MOJOSHADER_AST_FUNCTION_PARAMS,
  1372     MOJOSHADER_AST_FUNCTION_SIGNATURE,
  1373     MOJOSHADER_AST_SCALAR_OR_ARRAY,
  1374     MOJOSHADER_AST_TYPEDEF,
  1375     MOJOSHADER_AST_PACK_OFFSET,
  1376     MOJOSHADER_AST_VARIABLE_LOWLEVEL,
  1377     MOJOSHADER_AST_ANNOTATION,
  1378     MOJOSHADER_AST_VARIABLE_DECLARATION,
  1379     MOJOSHADER_AST_STRUCT_DECLARATION,
  1380     MOJOSHADER_AST_STRUCT_MEMBER,
  1381     MOJOSHADER_AST_SWITCH_CASE,
  1382     MOJOSHADER_AST_ARGUMENTS,
  1383     MOJOSHADER_AST_MISC_END_RANGE,
  1384 
  1385     MOJOSHADER_AST_END_RANGE
  1386 } MOJOSHADER_astNodeType;
  1387 
  1388 typedef struct MOJOSHADER_astNodeInfo
  1389 {
  1390     MOJOSHADER_astNodeType type;
  1391     const char *filename;
  1392     unsigned int line;
  1393 } MOJOSHADER_astNodeInfo;
  1394 
  1395 typedef enum MOJOSHADER_astVariableAttributes
  1396 {
  1397     MOJOSHADER_AST_VARATTR_EXTERN = (1 << 0),
  1398     MOJOSHADER_AST_VARATTR_NOINTERPOLATION = (1 << 1),
  1399     MOJOSHADER_AST_VARATTR_SHARED = (1 << 2),
  1400     MOJOSHADER_AST_VARATTR_STATIC = (1 << 3),
  1401     MOJOSHADER_AST_VARATTR_UNIFORM = (1 << 4),
  1402     MOJOSHADER_AST_VARATTR_VOLATILE = (1 << 5),
  1403     MOJOSHADER_AST_VARATTR_CONST = (1 << 6),
  1404     MOJOSHADER_AST_VARATTR_ROWMAJOR = (1 << 7),
  1405     MOJOSHADER_AST_VARATTR_COLUMNMAJOR = (1 << 8)
  1406 } MOJOSHADER_astVariableAttributes;
  1407 
  1408 typedef enum MOJOSHADER_astIfAttributes
  1409 {
  1410     MOJOSHADER_AST_IFATTR_NONE,
  1411     MOJOSHADER_AST_IFATTR_BRANCH,
  1412     MOJOSHADER_AST_IFATTR_FLATTEN,
  1413     MOJOSHADER_AST_IFATTR_IFALL,
  1414     MOJOSHADER_AST_IFATTR_IFANY,
  1415     MOJOSHADER_AST_IFATTR_PREDICATE,
  1416     MOJOSHADER_AST_IFATTR_PREDICATEBLOCK,
  1417 } MOJOSHADER_astIfAttributes;
  1418 
  1419 typedef enum MOJOSHADER_astSwitchAttributes
  1420 {
  1421     MOJOSHADER_AST_SWITCHATTR_NONE,
  1422     MOJOSHADER_AST_SWITCHATTR_FLATTEN,
  1423     MOJOSHADER_AST_SWITCHATTR_BRANCH,
  1424     MOJOSHADER_AST_SWITCHATTR_FORCECASE,
  1425     MOJOSHADER_AST_SWITCHATTR_CALL
  1426 } MOJOSHADER_astSwitchAttributes;
  1427 
  1428 /* You can cast any AST node pointer to this. */
  1429 typedef struct MOJOSHADER_astGeneric
  1430 {
  1431     MOJOSHADER_astNodeInfo ast;
  1432 } MOJOSHADER_astGeneric;
  1433 
  1434 typedef struct MOJOSHADER_astExpression
  1435 {
  1436     MOJOSHADER_astNodeInfo ast;
  1437     const MOJOSHADER_astDataType *datatype;
  1438 } MOJOSHADER_astExpression;
  1439 
  1440 typedef struct MOJOSHADER_astArguments
  1441 {
  1442     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_ARGUMENTS */
  1443     MOJOSHADER_astExpression *argument;
  1444     struct MOJOSHADER_astArguments *next;
  1445 } MOJOSHADER_astArguments;
  1446 
  1447 typedef struct MOJOSHADER_astExpressionUnary
  1448 {
  1449     MOJOSHADER_astNodeInfo ast;
  1450     const MOJOSHADER_astDataType *datatype;
  1451     MOJOSHADER_astExpression *operand;
  1452 } MOJOSHADER_astExpressionUnary;
  1453 
  1454 typedef struct MOJOSHADER_astExpressionBinary
  1455 {
  1456     MOJOSHADER_astNodeInfo ast;
  1457     const MOJOSHADER_astDataType *datatype;
  1458     MOJOSHADER_astExpression *left;
  1459     MOJOSHADER_astExpression *right;
  1460 } MOJOSHADER_astExpressionBinary;
  1461 
  1462 typedef struct MOJOSHADER_astExpressionTernary
  1463 {
  1464     MOJOSHADER_astNodeInfo ast;
  1465     const MOJOSHADER_astDataType *datatype;
  1466     MOJOSHADER_astExpression *left;
  1467     MOJOSHADER_astExpression *center;
  1468     MOJOSHADER_astExpression *right;
  1469 } MOJOSHADER_astExpressionTernary;
  1470 
  1471 /* Identifier indexes aren't available until semantic analysis phase completes.
  1472  *  It provides a unique id for this identifier's variable.
  1473  *  It will be negative for global scope, positive for function scope
  1474  *  (global values are globally unique, function values are only
  1475  *  unique within the scope of the given function). There's a different
  1476  *  set of indices if this identifier is a function (positive for
  1477  *  user-defined functions, negative for intrinsics).
  1478  *  May be zero for various reasons (unknown identifier, etc).
  1479  */
  1480 typedef struct MOJOSHADER_astExpressionIdentifier
  1481 {
  1482     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_IDENTIFIER */
  1483     const MOJOSHADER_astDataType *datatype;
  1484     const char *identifier;
  1485     int index;
  1486 } MOJOSHADER_astExpressionIdentifier;
  1487 
  1488 typedef struct MOJOSHADER_astExpressionIntLiteral
  1489 {
  1490     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_INT_LITERAL */
  1491     const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_INT */
  1492     int value;
  1493 } MOJOSHADER_astExpressionIntLiteral;
  1494 
  1495 typedef struct MOJOSHADER_astExpressionFloatLiteral
  1496 {
  1497     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_FLOAT_LITERAL */
  1498     const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_FLOAT */
  1499     double value;
  1500 } MOJOSHADER_astExpressionFloatLiteral;
  1501 
  1502 typedef struct MOJOSHADER_astExpressionStringLiteral
  1503 {
  1504     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_STRING_LITERAL */
  1505     const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_STRING */
  1506     const char *string;
  1507 } MOJOSHADER_astExpressionStringLiteral;
  1508 
  1509 typedef struct MOJOSHADER_astExpressionBooleanLiteral
  1510 {
  1511     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_BOOLEAN_LITERAL */
  1512     const MOJOSHADER_astDataType *datatype;  /* always AST_DATATYPE_BOOL */
  1513     int value;  /* Always 1 or 0. */
  1514 } MOJOSHADER_astExpressionBooleanLiteral;
  1515 
  1516 typedef struct MOJOSHADER_astExpressionConstructor
  1517 {
  1518     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_CONSTRUCTOR */
  1519     const MOJOSHADER_astDataType *datatype;
  1520     MOJOSHADER_astArguments *args;
  1521 } MOJOSHADER_astExpressionConstructor;
  1522 
  1523 typedef struct MOJOSHADER_astExpressionDerefStruct
  1524 {
  1525     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_DEREF_STRUCT */
  1526     const MOJOSHADER_astDataType *datatype;
  1527     /* !!! FIXME:
  1528      *  "identifier" is misnamed; this might not be an identifier at all:
  1529      *    x = FunctionThatReturnsAStruct().SomeMember;
  1530      */
  1531     MOJOSHADER_astExpression *identifier;
  1532     const char *member;
  1533     int isswizzle;  /* Always 1 or 0. Never set by parseAst()! */
  1534     int member_index;  /* Never set by parseAst()! */
  1535 } MOJOSHADER_astExpressionDerefStruct;
  1536 
  1537 typedef struct MOJOSHADER_astExpressionCallFunction
  1538 {
  1539     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_CALLFUNC */
  1540     const MOJOSHADER_astDataType *datatype;
  1541     MOJOSHADER_astExpressionIdentifier *identifier;
  1542     MOJOSHADER_astArguments *args;
  1543 } MOJOSHADER_astExpressionCallFunction;
  1544 
  1545 typedef struct MOJOSHADER_astExpressionCast
  1546 {
  1547     MOJOSHADER_astNodeInfo ast;  /* Always MOJOSHADER_AST_OP_CAST */
  1548     const MOJOSHADER_astDataType *datatype;
  1549     MOJOSHADER_astExpression *operand;
  1550 } MOJOSHADER_astExpressionCast;
  1551 
  1552 typedef struct MOJOSHADER_astCompilationUnit
  1553 {
  1554     MOJOSHADER_astNodeInfo ast;
  1555     struct MOJOSHADER_astCompilationUnit *next;
  1556 } MOJOSHADER_astCompilationUnit;
  1557 
  1558 typedef enum MOJOSHADER_astFunctionStorageClass
  1559 {
  1560     MOJOSHADER_AST_FNSTORECLS_NONE,
  1561     MOJOSHADER_AST_FNSTORECLS_INLINE
  1562 } MOJOSHADER_astFunctionStorageClass;
  1563 
  1564 typedef enum MOJOSHADER_astInputModifier
  1565 {
  1566     MOJOSHADER_AST_INPUTMOD_NONE,
  1567     MOJOSHADER_AST_INPUTMOD_IN,
  1568     MOJOSHADER_AST_INPUTMOD_OUT,
  1569     MOJOSHADER_AST_INPUTMOD_INOUT,
  1570     MOJOSHADER_AST_INPUTMOD_UNIFORM
  1571 } MOJOSHADER_astInputModifier;
  1572 
  1573 typedef enum MOJOSHADER_astInterpolationModifier
  1574 {
  1575     MOJOSHADER_AST_INTERPMOD_NONE,
  1576     MOJOSHADER_AST_INTERPMOD_LINEAR,
  1577     MOJOSHADER_AST_INTERPMOD_CENTROID,
  1578     MOJOSHADER_AST_INTERPMOD_NOINTERPOLATION,
  1579     MOJOSHADER_AST_INTERPMOD_NOPERSPECTIVE,
  1580     MOJOSHADER_AST_INTERPMOD_SAMPLE
  1581 } MOJOSHADER_astInterpolationModifier;
  1582 
  1583 typedef struct MOJOSHADER_astFunctionParameters
  1584 {
  1585     MOJOSHADER_astNodeInfo ast;
  1586     const MOJOSHADER_astDataType *datatype;
  1587     MOJOSHADER_astInputModifier input_modifier;
  1588     const char *identifier;
  1589     const char *semantic;
  1590     MOJOSHADER_astInterpolationModifier interpolation_modifier;
  1591     MOJOSHADER_astExpression *initializer;
  1592     struct MOJOSHADER_astFunctionParameters *next;
  1593 } MOJOSHADER_astFunctionParameters;
  1594 
  1595 typedef struct MOJOSHADER_astFunctionSignature
  1596 {
  1597     MOJOSHADER_astNodeInfo ast;
  1598     const MOJOSHADER_astDataType *datatype;
  1599     const char *identifier;
  1600     MOJOSHADER_astFunctionParameters *params;
  1601     MOJOSHADER_astFunctionStorageClass storage_class;
  1602     const char *semantic;
  1603 } MOJOSHADER_astFunctionSignature;
  1604 
  1605 typedef struct MOJOSHADER_astScalarOrArray
  1606 {
  1607     MOJOSHADER_astNodeInfo ast;
  1608     const char *identifier;
  1609     int isarray;  /* boolean: 1 or 0 */
  1610     MOJOSHADER_astExpression *dimension;
  1611 } MOJOSHADER_astScalarOrArray;
  1612 
  1613 typedef struct MOJOSHADER_astAnnotations
  1614 {
  1615     MOJOSHADER_astNodeInfo ast;
  1616     const MOJOSHADER_astDataType *datatype;
  1617     MOJOSHADER_astExpression *initializer;
  1618     struct MOJOSHADER_astAnnotations *next;
  1619 } MOJOSHADER_astAnnotations;
  1620 
  1621 typedef struct MOJOSHADER_astPackOffset
  1622 {
  1623     MOJOSHADER_astNodeInfo ast;
  1624     const char *ident1;   /* !!! FIXME: rename this. */
  1625     const char *ident2;
  1626 } MOJOSHADER_astPackOffset;
  1627 
  1628 typedef struct MOJOSHADER_astVariableLowLevel
  1629 {
  1630     MOJOSHADER_astNodeInfo ast;
  1631     MOJOSHADER_astPackOffset *packoffset;
  1632     const char *register_name;
  1633 } MOJOSHADER_astVariableLowLevel;
  1634 
  1635 typedef struct MOJOSHADER_astStructMembers
  1636 {
  1637     MOJOSHADER_astNodeInfo ast;
  1638     const MOJOSHADER_astDataType *datatype;
  1639     const char *semantic;
  1640     MOJOSHADER_astScalarOrArray *details;
  1641     MOJOSHADER_astInterpolationModifier interpolation_mod;
  1642     struct MOJOSHADER_astStructMembers *next;
  1643 } MOJOSHADER_astStructMembers;
  1644 
  1645 typedef struct MOJOSHADER_astStructDeclaration
  1646 {
  1647     MOJOSHADER_astNodeInfo ast;
  1648     const MOJOSHADER_astDataType *datatype;
  1649     const char *name;
  1650     MOJOSHADER_astStructMembers *members;
  1651 } MOJOSHADER_astStructDeclaration;
  1652 
  1653 typedef struct MOJOSHADER_astVariableDeclaration
  1654 {
  1655     MOJOSHADER_astNodeInfo ast;
  1656     int attributes;
  1657     const MOJOSHADER_astDataType *datatype;
  1658     MOJOSHADER_astStructDeclaration *anonymous_datatype;
  1659     MOJOSHADER_astScalarOrArray *details;
  1660     const char *semantic;
  1661     MOJOSHADER_astAnnotations *annotations;
  1662     MOJOSHADER_astExpression *initializer;
  1663     MOJOSHADER_astVariableLowLevel *lowlevel;
  1664     struct MOJOSHADER_astVariableDeclaration *next;
  1665 } MOJOSHADER_astVariableDeclaration;
  1666 
  1667 typedef struct MOJOSHADER_astStatement
  1668 {
  1669     MOJOSHADER_astNodeInfo ast;
  1670     struct MOJOSHADER_astStatement *next;
  1671 } MOJOSHADER_astStatement;
  1672 
  1673 typedef MOJOSHADER_astStatement MOJOSHADER_astEmptyStatement;
  1674 typedef MOJOSHADER_astStatement MOJOSHADER_astBreakStatement;
  1675 typedef MOJOSHADER_astStatement MOJOSHADER_astContinueStatement;
  1676 typedef MOJOSHADER_astStatement MOJOSHADER_astDiscardStatement;
  1677 
  1678 /* something enclosed in "{}" braces. */
  1679 typedef struct MOJOSHADER_astBlockStatement
  1680 {
  1681     MOJOSHADER_astNodeInfo ast;
  1682     MOJOSHADER_astStatement *next;
  1683     MOJOSHADER_astStatement *statements;  /* list of child statements. */
  1684 } MOJOSHADER_astBlockStatement;
  1685 
  1686 typedef struct MOJOSHADER_astReturnStatement
  1687 {
  1688     MOJOSHADER_astNodeInfo ast;
  1689     MOJOSHADER_astStatement *next;
  1690     MOJOSHADER_astExpression *expr;
  1691 } MOJOSHADER_astReturnStatement;
  1692 
  1693 typedef struct MOJOSHADER_astExpressionStatement
  1694 {
  1695     MOJOSHADER_astNodeInfo ast;
  1696     MOJOSHADER_astStatement *next;
  1697     MOJOSHADER_astExpression *expr;
  1698 } MOJOSHADER_astExpressionStatement;
  1699 
  1700 typedef struct MOJOSHADER_astIfStatement
  1701 {
  1702     MOJOSHADER_astNodeInfo ast;
  1703     MOJOSHADER_astStatement *next;
  1704     int attributes;
  1705     MOJOSHADER_astExpression *expr;
  1706     MOJOSHADER_astStatement *statement;
  1707     MOJOSHADER_astStatement *else_statement;
  1708 } MOJOSHADER_astIfStatement;
  1709 
  1710 typedef struct MOJOSHADER_astSwitchCases
  1711 {
  1712     MOJOSHADER_astNodeInfo ast;
  1713     MOJOSHADER_astExpression *expr;
  1714     MOJOSHADER_astStatement *statement;
  1715     struct MOJOSHADER_astSwitchCases *next;
  1716 } MOJOSHADER_astSwitchCases;
  1717 
  1718 typedef struct MOJOSHADER_astSwitchStatement
  1719 {
  1720     MOJOSHADER_astNodeInfo ast;
  1721     MOJOSHADER_astStatement *next;
  1722     int attributes;
  1723     MOJOSHADER_astExpression *expr;
  1724     MOJOSHADER_astSwitchCases *cases;
  1725 } MOJOSHADER_astSwitchStatement;
  1726 
  1727 typedef struct MOJOSHADER_astWhileStatement
  1728 {
  1729     MOJOSHADER_astNodeInfo ast;
  1730     MOJOSHADER_astStatement *next;
  1731     int unroll;  /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
  1732     MOJOSHADER_astExpression *expr;
  1733     MOJOSHADER_astStatement *statement;
  1734 } MOJOSHADER_astWhileStatement;
  1735 
  1736 typedef MOJOSHADER_astWhileStatement MOJOSHADER_astDoStatement;
  1737 
  1738 typedef struct MOJOSHADER_astForStatement
  1739 {
  1740     MOJOSHADER_astNodeInfo ast;
  1741     MOJOSHADER_astStatement *next;
  1742     int unroll;  /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
  1743     MOJOSHADER_astVariableDeclaration *var_decl;  /* either this ... */
  1744     MOJOSHADER_astExpression *initializer;        /*  ... or this will used. */
  1745     MOJOSHADER_astExpression *looptest;
  1746     MOJOSHADER_astExpression *counter;
  1747     MOJOSHADER_astStatement *statement;
  1748 } MOJOSHADER_astForStatement;
  1749 
  1750 typedef struct MOJOSHADER_astTypedef
  1751 {
  1752     MOJOSHADER_astNodeInfo ast;
  1753     const MOJOSHADER_astDataType *datatype;
  1754     int isconst;  /* boolean: 1 or 0 */
  1755     MOJOSHADER_astScalarOrArray *details;
  1756 } MOJOSHADER_astTypedef;
  1757 
  1758 typedef struct MOJOSHADER_astTypedefStatement
  1759 {
  1760     MOJOSHADER_astNodeInfo ast;
  1761     MOJOSHADER_astStatement *next;
  1762     MOJOSHADER_astTypedef *type_info;
  1763 } MOJOSHADER_astTypedefStatement;
  1764 
  1765 typedef struct MOJOSHADER_astVarDeclStatement
  1766 {
  1767     MOJOSHADER_astNodeInfo ast;
  1768     MOJOSHADER_astStatement *next;
  1769     MOJOSHADER_astVariableDeclaration *declaration;
  1770 } MOJOSHADER_astVarDeclStatement;
  1771 
  1772 typedef struct MOJOSHADER_astStructStatement
  1773 {
  1774     MOJOSHADER_astNodeInfo ast;
  1775     MOJOSHADER_astStatement *next;
  1776     MOJOSHADER_astStructDeclaration *struct_info;
  1777 } MOJOSHADER_astStructStatement;
  1778 
  1779 typedef struct MOJOSHADER_astCompilationUnitFunction
  1780 {
  1781     MOJOSHADER_astNodeInfo ast;
  1782     MOJOSHADER_astCompilationUnit *next;
  1783     MOJOSHADER_astFunctionSignature *declaration;
  1784     MOJOSHADER_astStatement *definition;
  1785     int index;  /* unique id. Will be 0 until semantic analysis runs. */
  1786 } MOJOSHADER_astCompilationUnitFunction;
  1787 
  1788 typedef struct MOJOSHADER_astCompilationUnitTypedef
  1789 {
  1790     MOJOSHADER_astNodeInfo ast;
  1791     MOJOSHADER_astCompilationUnit *next;
  1792     MOJOSHADER_astTypedef *type_info;
  1793 } MOJOSHADER_astCompilationUnitTypedef;
  1794 
  1795 typedef struct MOJOSHADER_astCompilationUnitStruct
  1796 {
  1797     MOJOSHADER_astNodeInfo ast;
  1798     MOJOSHADER_astCompilationUnit *next;
  1799     MOJOSHADER_astStructDeclaration *struct_info;
  1800 } MOJOSHADER_astCompilationUnitStruct;
  1801 
  1802 typedef struct MOJOSHADER_astCompilationUnitVariable
  1803 {
  1804     MOJOSHADER_astNodeInfo ast;
  1805     MOJOSHADER_astCompilationUnit *next;
  1806     MOJOSHADER_astVariableDeclaration *declaration;
  1807 } MOJOSHADER_astCompilationUnitVariable;
  1808 
  1809 
  1810 /* this is way cleaner than all the nasty typecasting. */
  1811 typedef union MOJOSHADER_astNode
  1812 {
  1813     MOJOSHADER_astNodeInfo ast;
  1814     MOJOSHADER_astGeneric generic;
  1815     MOJOSHADER_astExpression expression;
  1816     MOJOSHADER_astArguments arguments;
  1817     MOJOSHADER_astExpressionUnary unary;
  1818     MOJOSHADER_astExpressionBinary binary;
  1819     MOJOSHADER_astExpressionTernary ternary;
  1820     MOJOSHADER_astExpressionIdentifier identifier;
  1821     MOJOSHADER_astExpressionIntLiteral intliteral;
  1822     MOJOSHADER_astExpressionFloatLiteral floatliteral;
  1823     MOJOSHADER_astExpressionStringLiteral stringliteral;
  1824     MOJOSHADER_astExpressionBooleanLiteral boolliteral;
  1825     MOJOSHADER_astExpressionConstructor constructor;
  1826     MOJOSHADER_astExpressionDerefStruct derefstruct;
  1827     MOJOSHADER_astExpressionCallFunction callfunc;
  1828     MOJOSHADER_astExpressionCast cast;
  1829     MOJOSHADER_astCompilationUnit compunit;
  1830     MOJOSHADER_astFunctionParameters params;
  1831     MOJOSHADER_astFunctionSignature funcsig;
  1832     MOJOSHADER_astScalarOrArray soa;
  1833     MOJOSHADER_astAnnotations annotations;
  1834     MOJOSHADER_astPackOffset packoffset;
  1835     MOJOSHADER_astVariableLowLevel varlowlevel;
  1836     MOJOSHADER_astStructMembers structmembers;
  1837     MOJOSHADER_astStructDeclaration structdecl;
  1838     MOJOSHADER_astVariableDeclaration vardecl;
  1839     MOJOSHADER_astStatement stmt;
  1840     MOJOSHADER_astEmptyStatement emptystmt;
  1841     MOJOSHADER_astBreakStatement breakstmt;
  1842     MOJOSHADER_astContinueStatement contstmt;
  1843     MOJOSHADER_astDiscardStatement discardstmt;
  1844     MOJOSHADER_astBlockStatement blockstmt;
  1845     MOJOSHADER_astReturnStatement returnstmt;
  1846     MOJOSHADER_astExpressionStatement exprstmt;
  1847     MOJOSHADER_astIfStatement ifstmt;
  1848     MOJOSHADER_astSwitchCases cases;
  1849     MOJOSHADER_astSwitchStatement switchstmt;
  1850     MOJOSHADER_astWhileStatement whilestmt;
  1851     MOJOSHADER_astDoStatement dostmt;
  1852     MOJOSHADER_astForStatement forstmt;
  1853     MOJOSHADER_astTypedef typdef;
  1854     MOJOSHADER_astTypedefStatement typedefstmt;
  1855     MOJOSHADER_astVarDeclStatement vardeclstmt;
  1856     MOJOSHADER_astStructStatement structstmt;
  1857     MOJOSHADER_astCompilationUnitFunction funcunit;
  1858     MOJOSHADER_astCompilationUnitTypedef typedefunit;
  1859     MOJOSHADER_astCompilationUnitStruct structunit;
  1860     MOJOSHADER_astCompilationUnitVariable varunit;
  1861 } MOJOSHADER_astNode;
  1862 
  1863 
  1864 /*
  1865  * Structure used to return data from parsing of a shader into an AST...
  1866  */
  1867 /* !!! FIXME: most of these ints should be unsigned. */
  1868 typedef struct MOJOSHADER_astData
  1869 {
  1870     /*
  1871      * The number of elements pointed to by (errors).
  1872      */
  1873     int error_count;
  1874 
  1875     /*
  1876      * (error_count) elements of data that specify errors that were generated
  1877      *  by parsing this shader.
  1878      * This can be NULL if there were no errors or if (error_count) is zero.
  1879      *  Note that this will only produce errors for syntax problems. Most of
  1880      *  the things we expect a compiler to produce errors for--incompatible
  1881      *  types, unknown identifiers, etc--are not checked at all during
  1882      *  initial generation of the syntax tree...bogus programs that would
  1883      *  fail to compile will pass here without error, if they are syntactically
  1884      *  correct!
  1885      */
  1886     MOJOSHADER_error *errors;
  1887 
  1888     /*
  1889      * The name of the source profile used to parse the shader. Will be NULL
  1890      *  on error.
  1891      */
  1892     const char *source_profile;
  1893 
  1894     /*
  1895      * The actual syntax tree. You are responsible for walking it yourself.
  1896      *  CompilationUnits are always the top of the tree (functions, typedefs,
  1897      *  global variables, etc). Will be NULL on error.
  1898      */
  1899     const MOJOSHADER_astNode *ast;
  1900 
  1901     /*
  1902      * This is the malloc implementation you passed to MOJOSHADER_parse().
  1903      */
  1904     MOJOSHADER_malloc malloc;
  1905 
  1906     /*
  1907      * This is the free implementation you passed to MOJOSHADER_parse().
  1908      */
  1909     MOJOSHADER_free free;
  1910 
  1911     /*
  1912      * This is the pointer you passed as opaque data for your allocator.
  1913      */
  1914     void *malloc_data;
  1915 
  1916     /*
  1917      * This is internal data, and not for the application to touch.
  1918      */
  1919     void *opaque;
  1920 } MOJOSHADER_astData;
  1921 
  1922 
  1923 /*
  1924  * You almost certainly don't need this function, unless you absolutely know
  1925  *  why you need it without hesitation. This is almost certainly only good for
  1926  *  building code analysis tools on top of.
  1927  *
  1928  * This is intended to parse HLSL source code, turning it into an abstract
  1929  *  syntax tree.
  1930  *
  1931  * (srcprofile) specifies the source language of the shader. You can specify
  1932  *  a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
  1933  *
  1934  * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
  1935  *  actually access this file, as we obtain our data from (source). This
  1936  *  string is copied when we need to report errors while processing (source),
  1937  *  as opposed to errors in a file referenced via the #include directive in
  1938  *  (source). If this is NULL, then errors will report the filename as NULL,
  1939  *  too.
  1940  *
  1941  * (source) is an UTF-8 string of valid high-level shader source code.
  1942  *  It does not need to be NULL-terminated.
  1943  *
  1944  * (sourcelen) is the length of the string pointed to by (source), in bytes.
  1945  *
  1946  * (defines) points to (define_count) preprocessor definitions, and can be
  1947  *  NULL. These are treated by the preprocessor as if the source code started
  1948  *  with one #define for each entry you pass in here.
  1949  *
  1950  * (include_open) and (include_close) let the app control the preprocessor's
  1951  *  behaviour for #include statements. Both are optional and can be NULL, but
  1952  *  both must be specified if either is specified.
  1953  *
  1954  * This will return a MOJOSHADER_astData. The data supplied here gives the
  1955  *  application a tree-like structure they can walk to see the layout of
  1956  *  a given program. When you are done with this data, pass it to
  1957  *  MOJOSHADER_freeCompileData() to deallocate resources.
  1958  *
  1959  * This function will never return NULL, even if the system is completely
  1960  *  out of memory upon entry (in which case, this function returns a static
  1961  *  MOJOSHADER_astData object, which is still safe to pass to
  1962  *  MOJOSHADER_freeAstData()).
  1963  *
  1964  * As parsing requires some memory to be allocated, you may provide a
  1965  *  custom allocator to this function, which will be used to allocate/free
  1966  *  memory. They function just like malloc() and free(). We do not use
  1967  *  realloc(). If you don't care, pass NULL in for the allocator functions.
  1968  *  If your allocator needs instance-specific data, you may supply it with the
  1969  *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
  1970  *
  1971  * This function is thread safe, so long as the various callback functions
  1972  *  are, too, and that the parameters remains intact for the duration of the
  1973  *  call. This allows you to parse several shaders on separate CPU cores
  1974  *  at the same time.
  1975  */
  1976 const MOJOSHADER_astData *MOJOSHADER_parseAst(const char *srcprofile,
  1977                                     const char *filename, const char *source,
  1978                                     unsigned int sourcelen,
  1979                                     const MOJOSHADER_preprocessorDefine *defs,
  1980                                     unsigned int define_count,
  1981                                     MOJOSHADER_includeOpen include_open,
  1982                                     MOJOSHADER_includeClose include_close,
  1983                                     MOJOSHADER_malloc m, MOJOSHADER_free f,
  1984                                     void *d);
  1985 
  1986 
  1987 /* !!! FIXME: expose semantic analysis to the public API? */
  1988 
  1989 
  1990 /*
  1991  * Call this to dispose of AST parsing results when you are done with them.
  1992  *  This will call the MOJOSHADER_free function you provided to
  1993  *  MOJOSHADER_parseAst() multiple times, if you provided one.
  1994  *  Passing a NULL here is a safe no-op.
  1995  *
  1996  * This function is thread safe, so long as any allocator you passed into
  1997  *  MOJOSHADER_parseAst() is, too.
  1998  */
  1999 void MOJOSHADER_freeAstData(const MOJOSHADER_astData *data);
  2000 
  2001 
  2002 /* Intermediate Representation interface... */
  2003 /* !!! FIXME: there is currently no way to access the IR via the public API. */
  2004 typedef enum MOJOSHADER_irNodeType
  2005 {
  2006     MOJOSHADER_IR_START_RANGE_EXPR,
  2007     MOJOSHADER_IR_CONSTANT,
  2008     MOJOSHADER_IR_TEMP,
  2009     MOJOSHADER_IR_BINOP,
  2010     MOJOSHADER_IR_MEMORY,
  2011     MOJOSHADER_IR_CALL,
  2012     MOJOSHADER_IR_ESEQ,
  2013     MOJOSHADER_IR_ARRAY,
  2014     MOJOSHADER_IR_CONVERT,
  2015     MOJOSHADER_IR_SWIZZLE,
  2016     MOJOSHADER_IR_CONSTRUCT,
  2017     MOJOSHADER_IR_END_RANGE_EXPR,
  2018 
  2019     MOJOSHADER_IR_START_RANGE_STMT,
  2020     MOJOSHADER_IR_MOVE,
  2021     MOJOSHADER_IR_EXPR_STMT,
  2022     MOJOSHADER_IR_JUMP,
  2023     MOJOSHADER_IR_CJUMP,
  2024     MOJOSHADER_IR_SEQ,
  2025     MOJOSHADER_IR_LABEL,
  2026     MOJOSHADER_IR_DISCARD,
  2027     MOJOSHADER_IR_END_RANGE_STMT,
  2028 
  2029     MOJOSHADER_IR_START_RANGE_MISC,
  2030     MOJOSHADER_IR_EXPRLIST,
  2031     MOJOSHADER_IR_END_RANGE_MISC,
  2032 
  2033     MOJOSHADER_IR_END_RANGE
  2034 } MOJOSHADER_irNodeType;
  2035 
  2036 typedef struct MOJOSHADER_irNodeInfo
  2037 {
  2038     MOJOSHADER_irNodeType type;
  2039     const char *filename;
  2040     unsigned int line;
  2041 } MOJOSHADER_irNodeInfo;
  2042 
  2043 typedef struct MOJOSHADER_irExprList MOJOSHADER_irExprList;
  2044 
  2045 /*
  2046  * IR nodes are categorized into Expressions, Statements, and Everything Else.
  2047  *  You can cast any of them to MOJOSHADER_irGeneric, but this split is
  2048  *  useful for slightly better type-checking (you can't cleanly assign
  2049  *  something that doesn't return a value to something that wants one, etc).
  2050  * These broader categories are just unions of the simpler types, so the
  2051  *  real definitions are below all the things they contain (but these
  2052  *  predeclarations are because the simpler types refer to the broader
  2053  *  categories).
  2054  */
  2055 typedef union MOJOSHADER_irExpression MOJOSHADER_irExpression;  /* returns a value. */
  2056 typedef union MOJOSHADER_irStatement MOJOSHADER_irStatement;   /* no returned value. */
  2057 typedef union MOJOSHADER_irMisc MOJOSHADER_irMisc;        /* Everything Else. */
  2058 typedef union MOJOSHADER_irNode MOJOSHADER_irNode;        /* Generic uber-wrapper. */
  2059 
  2060 /* You can cast any IR node pointer to this. */
  2061 typedef struct MOJOSHADER_irGeneric
  2062 {
  2063     MOJOSHADER_irNodeInfo ir;
  2064 } MOJOSHADER_irGeneric;
  2065 
  2066 
  2067 /* These are used for MOJOSHADER_irBinOp */
  2068 typedef enum MOJOSHADER_irBinOpType
  2069 {
  2070     MOJOSHADER_IR_BINOP_ADD,
  2071     MOJOSHADER_IR_BINOP_SUBTRACT,
  2072     MOJOSHADER_IR_BINOP_MULTIPLY,
  2073     MOJOSHADER_IR_BINOP_DIVIDE,
  2074     MOJOSHADER_IR_BINOP_MODULO,
  2075     MOJOSHADER_IR_BINOP_AND,
  2076     MOJOSHADER_IR_BINOP_OR,
  2077     MOJOSHADER_IR_BINOP_XOR,
  2078     MOJOSHADER_IR_BINOP_LSHIFT,
  2079     MOJOSHADER_IR_BINOP_RSHIFT,
  2080     MOJOSHADER_IR_BINOP_UNKNOWN
  2081 } MOJOSHADER_irBinOpType;
  2082 
  2083 typedef enum MOJOSHADER_irConditionType
  2084 {
  2085     MOJOSHADER_IR_COND_EQL,
  2086     MOJOSHADER_IR_COND_NEQ,
  2087     MOJOSHADER_IR_COND_LT,
  2088     MOJOSHADER_IR_COND_GT,
  2089     MOJOSHADER_IR_COND_LEQ,
  2090     MOJOSHADER_IR_COND_GEQ,
  2091     MOJOSHADER_IR_COND_UNKNOWN
  2092 } MOJOSHADER_irConditionType;
  2093 
  2094 
  2095 /* MOJOSHADER_irExpression types... */
  2096 
  2097 typedef struct MOJOSHADER_irExprInfo
  2098 {
  2099     MOJOSHADER_irNodeInfo ir;
  2100     MOJOSHADER_astDataTypeType type;
  2101     int elements;
  2102 } MOJOSHADER_irExprInfo;
  2103 
  2104 typedef struct MOJOSHADER_irConstant    /* Constant value */
  2105 {
  2106     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CONSTANT */
  2107     union
  2108     {
  2109         int ival[16];
  2110         float fval[16];
  2111     } value;
  2112 } MOJOSHADER_irConstant;
  2113 
  2114 typedef struct MOJOSHADER_irTemp /* temp value (not necessarily a register). */
  2115 {
  2116     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_TEMP */
  2117     int index;
  2118 } MOJOSHADER_irTemp;
  2119 
  2120 typedef struct MOJOSHADER_irBinOp  /* binary operator (+, -, etc) */
  2121 {
  2122     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_BINOP */
  2123     MOJOSHADER_irBinOpType op;
  2124     MOJOSHADER_irExpression *left;
  2125     MOJOSHADER_irExpression *right;
  2126 } MOJOSHADER_irBinOp;
  2127 
  2128 typedef struct MOJOSHADER_irMemory
  2129 {
  2130     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_MEMORY */
  2131     int index;  /* not final addresses, just a unique identifier. */
  2132 } MOJOSHADER_irMemory;
  2133 
  2134 typedef struct MOJOSHADER_irCall
  2135 {
  2136     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CALL */
  2137     int index;
  2138     MOJOSHADER_irExprList *args;
  2139 } MOJOSHADER_irCall;
  2140 
  2141 typedef struct MOJOSHADER_irESeq  /* statement with result */
  2142 {
  2143     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_ESEQ */
  2144     MOJOSHADER_irStatement *stmt;  /* execute this for side-effects, then... */
  2145     MOJOSHADER_irExpression *expr; /* ...use this for the result. */
  2146 } MOJOSHADER_irESeq;
  2147 
  2148 typedef struct MOJOSHADER_irArray  /* Array dereference. */
  2149 {
  2150     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_ARRAY */
  2151     MOJOSHADER_irExpression *array;
  2152     MOJOSHADER_irExpression *element;
  2153 } MOJOSHADER_irArray;
  2154 
  2155 typedef struct MOJOSHADER_irConvert  /* casting between datatypes */
  2156 {
  2157     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CONVERT */
  2158     MOJOSHADER_irExpression *expr;
  2159 } MOJOSHADER_irConvert;
  2160 
  2161 typedef struct MOJOSHADER_irSwizzle  /* vector swizzle */
  2162 {
  2163     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_SWIZZLE */
  2164     MOJOSHADER_irExpression *expr;
  2165     char channels[4];
  2166 } MOJOSHADER_irSwizzle;
  2167 
  2168 typedef struct MOJOSHADER_irConstruct  /* vector construct from discrete items */
  2169 {
  2170     MOJOSHADER_irExprInfo info;  /* Always MOJOSHADER_IR_CONTSTRUCT */
  2171     MOJOSHADER_irExprList *args;
  2172 } MOJOSHADER_irConstruct;
  2173 
  2174 /* Wrap the whole category in a union for type "safety." */
  2175 union MOJOSHADER_irExpression
  2176 {
  2177     MOJOSHADER_irNodeInfo ir;
  2178     MOJOSHADER_irExprInfo info;
  2179     MOJOSHADER_irConstant constant;
  2180     MOJOSHADER_irTemp temp;
  2181     MOJOSHADER_irBinOp binop;
  2182     MOJOSHADER_irMemory memory;
  2183     MOJOSHADER_irCall call;
  2184     MOJOSHADER_irESeq eseq;
  2185     MOJOSHADER_irArray array;
  2186     MOJOSHADER_irConvert convert;
  2187     MOJOSHADER_irSwizzle swizzle;
  2188     MOJOSHADER_irConstruct construct;
  2189 };
  2190 
  2191 /* MOJOSHADER_irStatement types. */
  2192 
  2193 typedef struct MOJOSHADER_irMove  /* load/store. */
  2194 {
  2195     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_MOVE */
  2196     MOJOSHADER_irExpression *dst; /* must result in a temp or mem! */
  2197     MOJOSHADER_irExpression *src;
  2198     int writemask;  // for write-masking vector channels.
  2199 } MOJOSHADER_irMove;
  2200 
  2201 typedef struct MOJOSHADER_irExprStmt  /* evaluate expression, throw it away. */
  2202 {
  2203     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_EXPR_STMT */
  2204     MOJOSHADER_irExpression *expr;
  2205 } MOJOSHADER_irExprStmt;
  2206 
  2207 typedef struct MOJOSHADER_irJump  /* unconditional jump */
  2208 {
  2209     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_JUMP */
  2210     int label;
  2211     // !!! FIXME: possible label list, for further optimization passes.
  2212 } MOJOSHADER_irJump;
  2213 
  2214 typedef struct MOJOSHADER_irCJump  /* conditional jump */
  2215 {
  2216     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_CJUMP */
  2217     MOJOSHADER_irConditionType cond;
  2218     MOJOSHADER_irExpression *left;  /* if (left cond right) */
  2219     MOJOSHADER_irExpression *right;
  2220     int iftrue;  /* label id for true case. */
  2221     int iffalse; /* label id for false case. */
  2222 } MOJOSHADER_irCJump;
  2223 
  2224 typedef struct MOJOSHADER_irSeq  /* statement without side effects */
  2225 {
  2226     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_SEQ */
  2227     MOJOSHADER_irStatement *first;
  2228     MOJOSHADER_irStatement *next;
  2229 } MOJOSHADER_irSeq;
  2230 
  2231 typedef struct MOJOSHADER_irLabel  /* like a label in assembly language. */
  2232 {
  2233     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_LABEL */
  2234     int index;
  2235 } MOJOSHADER_irLabel;
  2236 
  2237 typedef MOJOSHADER_irGeneric MOJOSHADER_irDiscard;  /* discard statement. */
  2238 
  2239 
  2240 /* Wrap the whole category in a union for type "safety." */
  2241 union MOJOSHADER_irStatement
  2242 {
  2243     MOJOSHADER_irNodeInfo ir;
  2244     MOJOSHADER_irGeneric generic;
  2245     MOJOSHADER_irMove move;
  2246     MOJOSHADER_irExprStmt expr;
  2247     MOJOSHADER_irJump jump;
  2248     MOJOSHADER_irCJump cjump;
  2249     MOJOSHADER_irSeq seq;
  2250     MOJOSHADER_irLabel label;
  2251     MOJOSHADER_irDiscard discard;
  2252 };
  2253 
  2254 /* MOJOSHADER_irMisc types. */
  2255 
  2256 struct MOJOSHADER_irExprList
  2257 {
  2258     MOJOSHADER_irNodeInfo ir;  /* Always MOJOSHADER_IR_EXPRLIST */
  2259     MOJOSHADER_irExpression *expr;
  2260     MOJOSHADER_irExprList *next;
  2261 };
  2262 
  2263 /* Wrap the whole category in a union for type "safety." */
  2264 union MOJOSHADER_irMisc
  2265 {
  2266     MOJOSHADER_irNodeInfo ir;
  2267     MOJOSHADER_irGeneric generic;
  2268     MOJOSHADER_irExprList exprlist;
  2269 };
  2270 
  2271 /* This is a catchall for all your needs. :) */
  2272 union MOJOSHADER_irNode
  2273 {
  2274     MOJOSHADER_irNodeInfo ir;
  2275     MOJOSHADER_irGeneric generic;
  2276     MOJOSHADER_irExpression expr;
  2277     MOJOSHADER_irStatement stmt;
  2278     MOJOSHADER_irMisc misc;
  2279 };
  2280 
  2281 
  2282 /* Compiler interface... */
  2283 
  2284 /*
  2285  * Structure used to return data from parsing of a shader...
  2286  */
  2287 /* !!! FIXME: most of these ints should be unsigned. */
  2288 typedef struct MOJOSHADER_compileData
  2289 {
  2290     /*
  2291      * The number of elements pointed to by (errors).
  2292      */
  2293     int error_count;
  2294 
  2295     /*
  2296      * (error_count) elements of data that specify errors that were generated
  2297      *  by compiling this shader.
  2298      * This can be NULL if there were no errors or if (error_count) is zero.
  2299      */
  2300     MOJOSHADER_error *errors;
  2301 
  2302     /*
  2303      * The number of elements pointed to by (warnings).
  2304      */
  2305     int warning_count;
  2306 
  2307     /*
  2308      * (warning_count) elements of data that specify errors that were
  2309      *  generated by compiling this shader.
  2310      * This can be NULL if there were no errors or if (warning_count) is zero.
  2311      */
  2312     MOJOSHADER_error *warnings;
  2313 
  2314     /*
  2315      * The name of the source profile used to compile the shader. Will be NULL
  2316      *  on error.
  2317      */
  2318     const char *source_profile;
  2319 
  2320     /*
  2321      * Bytes of output from compiling. This will be a null-terminated ASCII
  2322      *  string of D3D assembly source code.
  2323      */
  2324     const char *output;
  2325 
  2326     /*
  2327      * Byte count for output, not counting any null terminator.
  2328      *  Will be 0 on error.
  2329      */
  2330     int output_len;
  2331 
  2332     /*
  2333      * The number of elements pointed to by (symbols).
  2334      */
  2335     int symbol_count;
  2336 
  2337     /*
  2338      * (symbol_count) elements of data that specify high-level symbol data
  2339      *  for the shader. This can be used by MOJOSHADER_assemble() to
  2340      *  generate a CTAB section in bytecode, which is needed by
  2341      *  MOJOSHADER_parseData() to handle some shaders. This can be NULL on
  2342      *  error or if (symbol_count) is zero.
  2343      */
  2344     MOJOSHADER_symbol *symbols;
  2345 
  2346     /*
  2347      * This is the malloc implementation you passed to MOJOSHADER_parse().
  2348      */
  2349     MOJOSHADER_malloc malloc;
  2350 
  2351     /*
  2352      * This is the free implementation you passed to MOJOSHADER_parse().
  2353      */
  2354     MOJOSHADER_free free;
  2355 
  2356     /*
  2357      * This is the pointer you passed as opaque data for your allocator.
  2358      */
  2359     void *malloc_data;
  2360 } MOJOSHADER_compileData;
  2361 
  2362 
  2363 /*
  2364  * This function is optional. Use this to compile high-level shader programs.
  2365  *
  2366  * This is intended to turn HLSL source code into D3D assembly code, which
  2367  *  can then be passed to MOJOSHADER_assemble() to convert it to D3D bytecode
  2368  *  (which can then be used with MOJOSHADER_parseData() to support other
  2369  *  shading targets).
  2370  *
  2371  * (srcprofile) specifies the source language of the shader. You can specify
  2372  *  a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
  2373  *
  2374  * (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
  2375  *  actually access this file, as we obtain our data from (source). This
  2376  *  string is copied when we need to report errors while processing (source),
  2377  *  as opposed to errors in a file referenced via the #include directive in
  2378  *  (source). If this is NULL, then errors will report the filename as NULL,
  2379  *  too.
  2380  *
  2381  * (source) is an UTF-8 string of valid high-level shader source code.
  2382  *  It does not need to be NULL-terminated.
  2383  *
  2384  * (sourcelen) is the length of the string pointed to by (source), in bytes.
  2385  *
  2386  * (defines) points to (define_count) preprocessor definitions, and can be
  2387  *  NULL. These are treated by the preprocessor as if the source code started
  2388  *  with one #define for each entry you pass in here.
  2389  *
  2390  * (include_open) and (include_close) let the app control the preprocessor's
  2391  *  behaviour for #include statements. Both are optional and can be NULL, but
  2392  *  both must be specified if either is specified.
  2393  *
  2394  * This will return a MOJOSHADER_compileData. The data supplied here is
  2395  *  sufficient to supply to MOJOSHADER_assemble() for further processing.
  2396  *  When you are done with this data, pass it to MOJOSHADER_freeCompileData()
  2397  *  to deallocate resources.
  2398  *
  2399  * This function will never return NULL, even if the system is completely
  2400  *  out of memory upon entry (in which case, this function returns a static
  2401  *  MOJOSHADER_compileData object, which is still safe to pass to
  2402  *  MOJOSHADER_freeCompileData()).
  2403  *
  2404  * As compiling requires some memory to be allocated, you may provide a
  2405  *  custom allocator to this function, which will be used to allocate/free
  2406  *  memory. They function just like malloc() and free(). We do not use
  2407  *  realloc(). If you don't care, pass NULL in for the allocator functions.
  2408  *  If your allocator needs instance-specific data, you may supply it with the
  2409  *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
  2410  *
  2411  * This function is thread safe, so long as the various callback functions
  2412  *  are, too, and that the parameters remains intact for the duration of the
  2413  *  call. This allows you to compile several shaders on separate CPU cores
  2414  *  at the same time.
  2415  */
  2416 const MOJOSHADER_compileData *MOJOSHADER_compile(const char *srcprofile,
  2417                                     const char *filename, const char *source,
  2418                                     unsigned int sourcelen,
  2419                                     const MOJOSHADER_preprocessorDefine *defs,
  2420                                     unsigned int define_count,
  2421                                     MOJOSHADER_includeOpen include_open,
  2422                                     MOJOSHADER_includeClose include_close,
  2423                                     MOJOSHADER_malloc m, MOJOSHADER_free f,
  2424                                     void *d);
  2425 
  2426 
  2427 /*
  2428  * Call this to dispose of compile results when you are done with them.
  2429  *  This will call the MOJOSHADER_free function you provided to
  2430  *  MOJOSHADER_compile() multiple times, if you provided one.
  2431  *  Passing a NULL here is a safe no-op.
  2432  *
  2433  * This function is thread safe, so long as any allocator you passed into
  2434  *  MOJOSHADER_compile() is, too.
  2435  */
  2436 void MOJOSHADER_freeCompileData(const MOJOSHADER_compileData *data);
  2437 
  2438 
  2439 /* OpenGL interface... */
  2440 
  2441 /*
  2442  * Signature for function lookup callbacks. MojoShader will call a function
  2443  *  you provide to get OpenGL entry points (both standard functions and
  2444  *  extensions). Through this, MojoShader never links directly to OpenGL,
  2445  *  but relies on you to provide the implementation. This means you can
  2446  *  swap in different drivers, or hook functions (log every GL call MojoShader
  2447  *  makes, etc).
  2448  *
  2449  * (fnname) is the function name we want the address for ("glBegin" or
  2450  *  whatever. (data) is a void pointer you provide, if this callback needs
  2451  *  extra information. If you don't need it, you may specify NULL.
  2452  *
  2453  * Return the entry point on success, NULL if it couldn't be found.
  2454  *  Note that this could ask for standard entry points like glEnable(), or
  2455  *  extensions like glProgramLocalParameterI4ivNV(), so you might need
  2456  *  to check two places to find the desired entry point, depending on your
  2457  *  platform (Windows might need to look in OpenGL32.dll and use WGL, etc).
  2458  */
  2459 typedef void *(*MOJOSHADER_glGetProcAddress)(const char *fnname, void *data);
  2460 
  2461 
  2462 /*
  2463  * "Contexts" map to OpenGL contexts...you need one per window, or whatever,
  2464  *  and need to inform MojoShader when you make a new one current.
  2465  *
  2466  * "Shaders" refer to individual vertex or pixel programs, and are created
  2467  *  by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
  2468  *  "linked" into a "Program" before you can use them to render.
  2469  *
  2470  * To the calling application, these are all opaque handles.
  2471  */
  2472 typedef struct MOJOSHADER_glContext MOJOSHADER_glContext;
  2473 typedef struct MOJOSHADER_glShader MOJOSHADER_glShader;
  2474 typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram;
  2475 
  2476 
  2477 /*
  2478  * Get a list of available profiles. This will fill in the array (profs)
  2479  *  with up to (size) pointers of profiles that the current system can handle;
  2480  *  that is, the profiles are built into MojoShader and the OpenGL extensions
  2481  *  required for them exist at runtime. This function returns the number of
  2482  *  available profiles, which may be more, less, or equal to (size).
  2483  *
  2484  * If there are more than (size) profiles, the (profs) buffer will not
  2485  *  overflow. You can check the return value for the total number of
  2486  *  available profiles, allocate more space, and try again if necessary.
  2487  *  Calling this function with (size) == 0 is legal.
  2488  *
  2489  * You can only call this AFTER you have successfully built your GL context
  2490  *  and made it current. This function will lookup the GL functions it needs
  2491  *  through the callback you supply, via (lookup) and (d). The lookup function
  2492  *  is neither stored nor used by MojoShader after this function returns, nor
  2493  *  are the functions it might look up.
  2494  *
  2495  * You should not free any strings returned from this function; they are
  2496  *  pointers to internal, probably static, memory.
  2497  *
  2498  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2499  *  safe, you should probably only call this from the same thread that created
  2500  *  the GL context.
  2501  */
  2502 int MOJOSHADER_glAvailableProfiles(MOJOSHADER_glGetProcAddress lookup, void *d,
  2503                                    const char **profs, const int size);
  2504 
  2505 
  2506 /*
  2507  * Determine the best profile to use for the current system.
  2508  *
  2509  * You can only call this AFTER you have successfully built your GL context
  2510  *  and made it current. This function will lookup the GL functions it needs
  2511  *  through the callback you supply via (lookup) and (d). The lookup function
  2512  *  is neither stored nor used by MojoShader after this function returns, nor
  2513  *  are the functions it might look up.
  2514  *
  2515  * Returns the name of the "best" profile on success, NULL if none of the
  2516  *  available profiles will work on this system. "Best" is a relative term,
  2517  *  but it generally means the best trade off between feature set and
  2518  *  performance. The selection algorithm may be arbitrary and complex.
  2519  *
  2520  * The returned value is an internal static string, and should not be free()'d
  2521  *  by the caller. If you get a NULL, calling MOJOSHADER_glGetError() might
  2522  *  shed some light on why.
  2523  *
  2524  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2525  *  safe, you should probably only call this from the same thread that created
  2526  *  the GL context.
  2527  */
  2528 const char *MOJOSHADER_glBestProfile(MOJOSHADER_glGetProcAddress lookup, void *d);
  2529 
  2530 
  2531 /*
  2532  * Prepare MojoShader to manage OpenGL shaders.
  2533  *
  2534  * You do not need to call this if all you want is MOJOSHADER_parse().
  2535  *
  2536  * You must call this once AFTER you have successfully built your GL context
  2537  *  and made it current. This function will lookup the GL functions it needs
  2538  *  through the callback you supply via (lookup) and (lookup_d), after which
  2539  *  it may call them at any time up until you call
  2540  *  MOJOSHADER_glDestroyContext(). The lookup function is neither stored nor
  2541  *  used by MojoShader after this function returns.
  2542  *
  2543  * (profile) is an OpenGL-specific MojoShader profile, which decides how
  2544  *  Direct3D bytecode shaders get turned into OpenGL programs, and how they
  2545  *  are fed to the GL.
  2546  *
  2547  * (lookup) is a callback that is used to load GL entry points. This callback
  2548  *  has to look up base GL functions and extension entry points. The pointer
  2549  *  you supply in (lookup_d) is passed as-is to the callback.
  2550  *
  2551  * As MojoShader requires some memory to be allocated, you may provide a
  2552  *  custom allocator to this function, which will be used to allocate/free
  2553  *  memory. They function just like malloc() and free(). We do not use
  2554  *  realloc(). If you don't care, pass NULL in for the allocator functions.
  2555  *  If your allocator needs instance-specific data, you may supply it with the
  2556  *  (malloc_d) parameter. This pointer is passed as-is to your (m) and (f)
  2557  *  functions.
  2558  *
  2559  * Returns a new context on success, NULL on error. If you get a new context,
  2560  *  you need to make it current before using it with
  2561  *  MOJOSHADER_glMakeContextCurrent().
  2562  *
  2563  * This call is NOT thread safe! It must return success before you may call
  2564  *  any other MOJOSHADER_gl* function. Also, as most OpenGL implementations
  2565  *  are not thread safe, you should probably only call this from the same
  2566  *  thread that created the GL context.
  2567  */
  2568 MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
  2569                                         MOJOSHADER_glGetProcAddress lookup,
  2570                                         void *lookup_d,
  2571                                         MOJOSHADER_malloc m, MOJOSHADER_free f,
  2572                                         void *malloc_d);
  2573 
  2574 /*
  2575  * You must call this before using the context that you got from
  2576  *  MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
  2577  *  context.
  2578  *
  2579  * You can only have one MOJOSHADER_glContext per actual GL context, or
  2580  *  undefined behaviour will result.
  2581  *
  2582  * It is legal to call this with a NULL pointer to make no context current,
  2583  *  but you need a valid context to be current to use most of MojoShader.
  2584  */
  2585 void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *ctx);
  2586 
  2587 /*
  2588  * Get any error state we might have picked up. MojoShader will NOT call
  2589  *  glGetError() internally, but there are other errors we can pick up,
  2590  *  such as failed shader compilation, etc.
  2591  *
  2592  * Returns a human-readable string. This string is for debugging purposes, and
  2593  *  not guaranteed to be localized, coherent, or user-friendly in any way.
  2594  *  It's for programmers!
  2595  *
  2596  * The latest error may remain between calls. New errors replace any existing
  2597  *  error. Don't check this string for a sign that an error happened, check
  2598  *  return codes instead and use this for explanation when debugging.
  2599  *
  2600  * Do not free the returned string: it's a pointer to a static internal
  2601  *  buffer. Do not keep the pointer around, either, as it's likely to become
  2602  *  invalid as soon as you call into MojoShader again.
  2603  *
  2604  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2605  *  safe, you should probably only call this from the same thread that created
  2606  *  the GL context.
  2607  *
  2608  * This call does NOT require a valid MOJOSHADER_glContext to have been made
  2609  *  current. The error buffer is shared between contexts, so you can get
  2610  *  error results from a failed MOJOSHADER_glCreateContext().
  2611  */
  2612 const char *MOJOSHADER_glGetError(void);
  2613 
  2614 /*
  2615  * Get the maximum uniforms a shader can support for the current GL context,
  2616  *  MojoShader profile, and shader type. You can use this to make decisions
  2617  *  about what shaders you want to use (for example, a less complicated
  2618  *  shader may be swapped in for lower-end systems).
  2619  *
  2620  * Returns the number, or -1 on error.
  2621  *
  2622  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2623  *  safe, you should probably only call this from the same thread that created
  2624  *  the GL context.
  2625  *
  2626  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2627  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2628  */
  2629 int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type);
  2630 
  2631 /*
  2632  * Compile a buffer of Direct3D shader bytecode into an OpenGL shader.
  2633  *  You still need to link the shader before you may render with it.
  2634  *
  2635  *   (tokenbuf) is a buffer of Direct3D shader bytecode.
  2636  *   (bufsize) is the size, in bytes, of the bytecode buffer.
  2637  *   (swiz) and (swizcount) are passed to MOJOSHADER_parse() unmolested.
  2638  *
  2639  * Returns NULL on error, or a shader handle on success.
  2640  *
  2641  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2642  *  safe, you should probably only call this from the same thread that created
  2643  *  the GL context.
  2644  *
  2645  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2646  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2647  *
  2648  * Compiled shaders from this function may not be shared between contexts.
  2649  */
  2650 MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
  2651                                                 const unsigned int bufsize,
  2652                                                 const MOJOSHADER_swizzle *swiz,
  2653                                                 const unsigned int swizcount);
  2654 
  2655 
  2656 /*
  2657  * Get the MOJOSHADER_parseData structure that was produced from the
  2658  *  call to MOJOSHADER_glCompileShader().
  2659  *
  2660  * This data is read-only, and you should NOT attempt to free it. This
  2661  *  pointer remains valid until the shader is deleted.
  2662  */
  2663 const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
  2664                                                 MOJOSHADER_glShader *shader);
  2665 /*
  2666  * Link a vertex and pixel shader into an OpenGL program.
  2667  *  (vshader) or (pshader) can be NULL, to specify that the GL should use the
  2668  *  fixed-function pipeline instead of the programmable pipeline for that
  2669  *  portion of the work. You can reuse shaders in various combinations across
  2670  *  multiple programs, by relinking different pairs.
  2671  *
  2672  * It is illegal to give a vertex shader for (pshader) or a pixel shader
  2673  *  for (vshader).
  2674  *
  2675  * Once you have successfully linked a program, you may render with it.
  2676  *
  2677  * Returns NULL on error, or a program handle on success.
  2678  *
  2679  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2680  *  safe, you should probably only call this from the same thread that created
  2681  *  the GL context.
  2682  *
  2683  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2684  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2685  *
  2686  * Linked programs from this function may not be shared between contexts.
  2687  */
  2688 MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
  2689                                                MOJOSHADER_glShader *pshader);
  2690 
  2691 /*
  2692  * This binds the program (using, for example, glUseProgramObjectARB()), and
  2693  *  disables all the client-side arrays so we can reset them with new values
  2694  *  if appropriate.
  2695  *
  2696  * Call with NULL to disable the programmable pipeline and all enabled
  2697  *  client-side arrays.
  2698  *
  2699  * After binding a program, you should update any uniforms you care about
  2700  *  with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays
  2701  *  you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call
  2702  *  MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may
  2703  *  begin drawing through standard GL entry points.
  2704  *
  2705  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2706  *  safe, you should probably only call this from the same thread that created
  2707  *  the GL context.
  2708  *
  2709  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2710  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2711  */
  2712 void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
  2713 
  2714 /*
  2715  * This binds individual shaders as if you had linked them with
  2716  *  MOJOSHADER_glLinkProgram(), and used MOJOSHADER_glBindProgram() on the
  2717  *  linked result.
  2718  *
  2719  * MojoShader will handle linking behind the scenes, and keep a cache of
  2720  *  programs linked here. Programs are removed from this cache when one of the
  2721  *  invidual shaders in it is deleted, otherwise they remain cached so future
  2722  *  calls to this function don't need to relink a previously-used shader
  2723  *  grouping.
  2724  *
  2725  * This function is for convenience, as the API is closer to how Direct3D
  2726  *  works, and retrofitting linking into your app can be difficult;
  2727  *  frequently, you just end up building your own cache, anyhow.
  2728  *
  2729  * Calling with all shaders set to NULL is equivalent to calling
  2730  *  MOJOSHADER_glBindProgram(NULL).
  2731  *
  2732  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2733  *  safe, you should probably only call this from the same thread that created
  2734  *  the GL context.
  2735  *
  2736  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2737  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2738  */
  2739 void MOJOSHADER_glBindShaders(MOJOSHADER_glShader *vshader,
  2740                               MOJOSHADER_glShader *pshader);
  2741 
  2742 /*
  2743  * Set a floating-point uniform value (what Direct3D calls a "constant").
  2744  *
  2745  * There is a single array of 4-float "registers" shared by all vertex shaders.
  2746  *  This is the "c" register file in Direct3D (c0, c1, c2, etc...)
  2747  *  MojoShader will take care of synchronizing this internal array with the
  2748  *  appropriate variables in the GL shaders.
  2749  *
  2750  * (idx) is the index into the internal array: 0 is the first four floats,
  2751  *  1 is the next four, etc.
  2752  * (data) is a pointer to (vec4count*4) floats.
  2753  *
  2754  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2755  *  safe, you should probably only call this from the same thread that created
  2756  *  the GL context.
  2757  *
  2758  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2759  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2760  *
  2761  * Uniforms are not shared between contexts.
  2762  */
  2763 void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
  2764                                           unsigned int vec4count);
  2765 
  2766 /*
  2767  * Retrieve a floating-point uniform value (what Direct3D calls a "constant").
  2768  *
  2769  * There is a single array of 4-float "registers" shared by all vertex shaders.
  2770  *  This is the "c" register file in Direct3D (c0, c1, c2, etc...)
  2771  *  MojoShader will take care of synchronizing this internal array with the
  2772  *  appropriate variables in the GL shaders.
  2773  *
  2774  * (idx) is the index into the internal array: 0 is the first four floats,
  2775  *  1 is the next four, etc.
  2776  * (data) is a pointer to space for (vec4count*4) floats.
  2777  *  (data) will be filled will current values in the register file. Results
  2778  *  are undefined if you request data past the end of the register file or
  2779  *  previously uninitialized registers.
  2780  *
  2781  * This is a "fast" call; we're just reading memory from internal memory. We
  2782  *  do not query the GPU or the GL for this information.
  2783  *
  2784  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2785  *  safe, you should probably only call this from the same thread that created
  2786  *  the GL context.
  2787  *
  2788  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2789  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2790  *
  2791  * Uniforms are not shared between contexts.
  2792  */
  2793 void MOJOSHADER_glGetVertexShaderUniformF(unsigned int idx, float *data,
  2794                                           unsigned int vec4count);
  2795 
  2796 
  2797 /*
  2798  * Set an integer uniform value (what Direct3D calls a "constant").
  2799  *
  2800  * There is a single array of 4-int "registers" shared by all vertex shaders.
  2801  *  This is the "i" register file in Direct3D (i0, i1, i2, etc...)
  2802  *  MojoShader will take care of synchronizing this internal array with the
  2803  *  appropriate variables in the GL shaders.
  2804  *
  2805  * (idx) is the index into the internal array: 0 is the first four ints,
  2806  *  1 is the next four, etc.
  2807  * (data) is a pointer to (ivec4count*4) ints.
  2808  *
  2809  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2810  *  safe, you should probably only call this from the same thread that created
  2811  *  the GL context.
  2812  *
  2813  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2814  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2815  *
  2816  * Uniforms are not shared between contexts.
  2817  */
  2818 void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
  2819                                           unsigned int ivec4count);
  2820 
  2821 /*
  2822  * Retrieve an integer uniform value (what Direct3D calls a "constant").
  2823  *
  2824  * There is a single array of 4-int "registers" shared by all vertex shaders.
  2825  *  This is the "i" register file in Direct3D (i0, i1, i2, etc...)
  2826  *  MojoShader will take care of synchronizing this internal array with the
  2827  *  appropriate variables in the GL shaders.
  2828  *
  2829  * (idx) is the index into the internal array: 0 is the first four ints,
  2830  *  1 is the next four, etc.
  2831  * (data) is a pointer to space for (ivec4count*4) ints.
  2832  *  (data) will be filled will current values in the register file. Results
  2833  *  are undefined if you request data past the end of the register file or
  2834  *  previously uninitialized registers.
  2835  *
  2836  * This is a "fast" call; we're just reading memory from internal memory. We
  2837  *  do not query the GPU or the GL for this information.
  2838  *
  2839  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2840  *  safe, you should probably only call this from the same thread that created
  2841  *  the GL context.
  2842  *
  2843  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2844  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2845  *
  2846  * Uniforms are not shared between contexts.
  2847  */
  2848 void MOJOSHADER_glGetVertexShaderUniformI(unsigned int idx, int *data,
  2849                                           unsigned int ivec4count);
  2850 
  2851 /*
  2852  * Set a boolean uniform value (what Direct3D calls a "constant").
  2853  *
  2854  * There is a single array of "registers" shared by all vertex shaders.
  2855  *  This is the "b" register file in Direct3D (b0, b1, b2, etc...)
  2856  *  MojoShader will take care of synchronizing this internal array with the
  2857  *  appropriate variables in the GL shaders.
  2858  *
  2859  * Unlike the float and int counterparts, booleans are single values, not
  2860  *  four-element vectors...so idx==1 is the second boolean in the internal
  2861  *  array, not the fifth.
  2862  *
  2863  * Non-zero values are considered "true" and zero is considered "false".
  2864  *
  2865  * (idx) is the index into the internal array.
  2866  * (data) is a pointer to (bcount) ints.
  2867  *
  2868  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2869  *  safe, you should probably only call this from the same thread that created
  2870  *  the GL context.
  2871  *
  2872  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2873  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2874  *
  2875  * Uniforms are not shared between contexts.
  2876  */
  2877 void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
  2878                                           unsigned int bcount);
  2879 
  2880 /*
  2881  * Retrieve a boolean uniform value (what Direct3D calls a "constant").
  2882  *
  2883  * There is a single array of "registers" shared by all vertex shaders.
  2884  *  This is the "b" register file in Direct3D (b0, b1, b2, etc...)
  2885  *  MojoShader will take care of synchronizing this internal array with the
  2886  *  appropriate variables in the GL shaders.
  2887  *
  2888  * Unlike the float and int counterparts, booleans are single values, not
  2889  *  four-element vectors...so idx==1 is the second boolean in the internal
  2890  *  array, not the fifth.
  2891  *
  2892  * Non-zero values are considered "true" and zero is considered "false".
  2893  *  This function will always return true values as 1, regardless of what
  2894  *  non-zero integer you originally used to set the registers.
  2895  *
  2896  * (idx) is the index into the internal array.
  2897  * (data) is a pointer to space for (bcount) ints.
  2898  *  (data) will be filled will current values in the register file. Results
  2899  *  are undefined if you request data past the end of the register file or
  2900  *  previously uninitialized registers.
  2901  *
  2902  * This is a "fast" call; we're just reading memory from internal memory. We
  2903  *  do not query the GPU or the GL for this information.
  2904  *
  2905  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2906  *  safe, you should probably only call this from the same thread that created
  2907  *  the GL context.
  2908  *
  2909  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2910  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2911  *
  2912  * Uniforms are not shared between contexts.
  2913  */
  2914 void MOJOSHADER_glGetVertexShaderUniformB(unsigned int idx, int *data,
  2915                                           unsigned int bcount);
  2916 
  2917 /*
  2918  * The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel
  2919  *  shaders. Other than using a different internal array that is specific
  2920  *  to pixel shaders, this functions just like its vertex array equivalent.
  2921  *
  2922  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2923  *  safe, you should probably only call this from the same thread that created
  2924  *  the GL context.
  2925  *
  2926  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2927  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2928  *
  2929  * Uniforms are not shared between contexts.
  2930  */
  2931 void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
  2932                                          unsigned int vec4count);
  2933 
  2934 
  2935 /*
  2936  * The equivalent of MOJOSHADER_glGetVertexShaderUniformF() for pixel
  2937  *  shaders. Other than using a different internal array that is specific
  2938  *  to pixel shaders, this functions just like its vertex array equivalent.
  2939  *
  2940  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2941  *  safe, you should probably only call this from the same thread that created
  2942  *  the GL context.
  2943  *
  2944  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2945  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2946  *
  2947  * Uniforms are not shared between contexts.
  2948  */
  2949 void MOJOSHADER_glGetPixelShaderUniformF(unsigned int idx, float *data,
  2950                                          unsigned int vec4count);
  2951 
  2952 
  2953 /*
  2954  * The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel
  2955  *  shaders. Other than using a different internal array that is specific
  2956  *  to pixel shaders, this functions just like its vertex array equivalent.
  2957  *
  2958  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2959  *  safe, you should probably only call this from the same thread that created
  2960  *  the GL context.
  2961  *
  2962  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2963  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2964  *
  2965  * Uniforms are not shared between contexts.
  2966  */
  2967 void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
  2968                                          unsigned int ivec4count);
  2969 
  2970 
  2971 /*
  2972  * The equivalent of MOJOSHADER_glGetVertexShaderUniformI() for pixel
  2973  *  shaders. Other than using a different internal array that is specific
  2974  *  to pixel shaders, this functions just like its vertex array equivalent.
  2975  *
  2976  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2977  *  safe, you should probably only call this from the same thread that created
  2978  *  the GL context.
  2979  *
  2980  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2981  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2982  *
  2983  * Uniforms are not shared between contexts.
  2984  */
  2985 void MOJOSHADER_glGetPixelShaderUniformI(unsigned int idx, int *data,
  2986                                          unsigned int ivec4count);
  2987 
  2988 /*
  2989  * The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel
  2990  *  shaders. Other than using a different internal array that is specific
  2991  *  to pixel shaders, this functions just like its vertex array equivalent.
  2992  *
  2993  * This call is NOT thread safe! As most OpenGL implementations are not thread
  2994  *  safe, you should probably only call this from the same thread that created
  2995  *  the GL context.
  2996  *
  2997  * This call requires a valid MOJOSHADER_glContext to have been made current,
  2998  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  2999  *
  3000  * Uniforms are not shared between contexts.
  3001  */
  3002 void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
  3003                                          unsigned int bcount);
  3004 
  3005 /*
  3006  * The equivalent of MOJOSHADER_glGetVertexShaderUniformB() for pixel
  3007  *  shaders. Other than using a different internal array that is specific
  3008  *  to pixel shaders, this functions just like its vertex array equivalent.
  3009  *
  3010  * This call is NOT thread safe! As most OpenGL implementations are not thread
  3011  *  safe, you should probably only call this from the same thread that created
  3012  *  the GL context.
  3013  *
  3014  * This call requires a valid MOJOSHADER_glContext to have been made current,
  3015  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  3016  *
  3017  * Uniforms are not shared between contexts.
  3018  */
  3019 void MOJOSHADER_glGetPixelShaderUniformB(unsigned int idx, int *data,
  3020                                          unsigned int bcount);
  3021 
  3022 /*
  3023  * Set up the vector for the TEXBEM opcode. Most apps can ignore this API.
  3024  *
  3025  * Shader Model 1.1 through 1.3 had an instruction for "fake bump mapping"
  3026  *  called TEXBEM. To use it, you had to set some sampler states,
  3027  *  D3DTSS_BUMPENVMATxx, which would be referenced by the opcode.
  3028  *
  3029  * This functionality was removed from Shader Model 1.4 and later, because
  3030  *  it was special-purpose and limited. The functionality could be built on
  3031  *  more general opcodes, and the sampler state could be supplied in a more
  3032  *  general uniform.
  3033  *
  3034  * However, to support this opcode, we supply a way to specify that sampler
  3035  *  state, and the OpenGL glue code does the right thing to pass that
  3036  *  information to the shader.
  3037  *
  3038  * This call maps to IDirect3DDevice::SetTextureStageState() with the
  3039  *  D3DTSS_BUMPENVMAT00, D3DTSS_BUMPENVMAT01, D3DTSS_BUMPENVMAT10,
  3040  *  D3DTSS_BUMPENVMAT11, D3DTSS_BUMPENVLSCALE, and D3DTSS_BUMPENVLOFFSET
  3041  *  targets. This is only useful for Shader Model < 1.4 pixel shaders, if
  3042  *  they use the TEXBEM or TEXBEML opcode. If you aren't sure, you don't need
  3043  *  this function.
  3044  *
  3045  * Like the rest of your uniforms, you must call MOJOSHADER_glProgramReady()
  3046  *  between setting new values and drawing with them.
  3047  *
  3048  * This call is NOT thread safe! As most OpenGL implementations are not thread
  3049  *  safe, you should probably only call this from the same thread that created
  3050  *  the GL context.
  3051  *
  3052  * This call requires a valid MOJOSHADER_glContext to have been made current,
  3053  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  3054  *
  3055  * These values are not shared between contexts.
  3056  */
  3057 void MOJOSHADER_glSetLegacyBumpMapEnv(unsigned int sampler, float mat00,
  3058                                       float mat01, float mat10, float mat11,
  3059                                       float lscale, float loffset);
  3060 
  3061 /*
  3062  * Connect a client-side array to the currently-bound program.
  3063  *
  3064  * (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
  3065  *  be MOJOSHADER_USAGE_COLOR and 1.
  3066  *
  3067  * The caller should bind VBOs before this call and treat (ptr) as an offset,
  3068  *  if appropriate.
  3069  *
  3070  * MojoShader will figure out where to plug this stream into the
  3071  *  currently-bound program, and enable the appropriate client-side array.
  3072  *
  3073  * (size), (type), (normalized), (stride), and (ptr) correspond to
  3074  *  glVertexAttribPointer()'s parameters (in most cases, these get passed
  3075  *  unmolested to that very entry point during this function).
  3076  *
  3077  * This call is NOT thread safe! As most OpenGL implementations are not thread
  3078  *  safe, you should probably only call this from the same thread that created
  3079  *  the GL context.
  3080  *
  3081  * This call requires a valid MOJOSHADER_glContext to have been made current,
  3082  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  3083  *
  3084  * Vertex attributes are not shared between contexts.
  3085  */
  3086  /* !!! FIXME: this should probably be "input" and not "attribute" */
  3087  /* !!! FIXME: or maybe "vertex array" or something. */
  3088 void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
  3089                                      int index, unsigned int size,
  3090                                      MOJOSHADER_attributeType type,
  3091                                      int normalized, unsigned int stride,
  3092                                      const void *ptr);
  3093 
  3094 
  3095 
  3096 
  3097 /* These below functions are temporary and will be removed from the API once
  3098     the real Effects API is written. Do not use! */
  3099 void MOJOSHADER_glSetVertexPreshaderUniformF(unsigned int idx, const float *data,
  3100                                              unsigned int vec4n);
  3101 void MOJOSHADER_glGetVertexPreshaderUniformF(unsigned int idx, float *data,
  3102                                              unsigned int vec4n);
  3103 void MOJOSHADER_glSetPixelPreshaderUniformF(unsigned int idx, const float *data,
  3104                                             unsigned int vec4n);
  3105 void MOJOSHADER_glGetPixelPreshaderUniformF(unsigned int idx, float *data,
  3106                                             unsigned int vec4n);
  3107 /* These above functions are temporary and will be removed from the API once
  3108     the real Effects API is written. Do not use! */
  3109 
  3110 
  3111 
  3112 
  3113 /*
  3114  * Inform MojoShader that it should commit any pending state to the GL. This
  3115  *  must be called after you bind a program and update any inputs, right
  3116  *  before you start drawing, so any outstanding changes made to the shared
  3117  *  constants array (etc) can propagate to the shader during this call.
  3118  *
  3119  * This call is NOT thread safe! As most OpenGL implementations are not thread
  3120  *  safe, you should probably only call this from the same thread that created
  3121  *  the GL context.
  3122  *
  3123  * This call requires a valid MOJOSHADER_glContext to have been made current,
  3124  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  3125  */
  3126 void MOJOSHADER_glProgramReady(void);
  3127 
  3128 /*
  3129  * Free the resources of a linked program. This will delete the GL object
  3130  *  and free memory.
  3131  *
  3132  * If the program is currently bound by MOJOSHADER_glBindProgram(), it will
  3133  *  be deleted as soon as it becomes unbound.
  3134  *
  3135  * This call is NOT thread safe! As most OpenGL implementations are not thread
  3136  *  safe, you should probably only call this from the same thread that created
  3137  *  the GL context.
  3138  *
  3139  * This call requires a valid MOJOSHADER_glContext to have been made current,
  3140  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  3141  */
  3142 void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program);
  3143 
  3144 /*
  3145  * Free the resources of a compiled shader. This will delete the GL object
  3146  *  and free memory.
  3147  *
  3148  * If the shader is currently referenced by a linked program (or is currently
  3149  *  bound with MOJOSHADER_glBindShaders()), it will be deleted as soon as all
  3150  *  referencing programs are deleted and it is no longer bound, too.
  3151  *
  3152  * This call is NOT thread safe! As most OpenGL implementations are not thread
  3153  *  safe, you should probably only call this from the same thread that created
  3154  *  the GL context.
  3155  *
  3156  * This call requires a valid MOJOSHADER_glContext to have been made current,
  3157  *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
  3158  */
  3159 void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader);
  3160 
  3161 /*
  3162  * Deinitialize MojoShader's OpenGL shader management.
  3163  *
  3164  * You must call this once, while your GL context (not MojoShader context) is
  3165  *  still current, if you previously had a successful call to
  3166  *  MOJOSHADER_glCreateContext(). This should be the last MOJOSHADER_gl*
  3167  *  function you call until you've prepared a context again.
  3168  *
  3169  * This will clean up resources previously allocated, and may call into the GL.
  3170  *
  3171  * This will not clean up shaders and programs you created! Please call
  3172  *  MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean
  3173  *  those up before calling this function!
  3174  *
  3175  * This function destroys the MOJOSHADER_glContext you pass it. If it's the
  3176  *  current context, then no context will be current upon return.
  3177  *
  3178  * This call is NOT thread safe! There must not be any other MOJOSHADER_gl*
  3179  *  functions running when this is called. Also, as most OpenGL implementations
  3180  *  are not thread safe, you should probably only call this from the same
  3181  *  thread that created the GL context.
  3182  */
  3183 void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);
  3184 
  3185 #ifdef __cplusplus
  3186 }
  3187 #endif
  3188 
  3189 #endif  /* include-once blocker. */
  3190 
  3191 /* end of mojoshader.h ... */
  3192