/** * MojoShader; generate shader programs from bytecode of compiled * Direct3D shaders. * * Please see the file LICENSE.txt in the source's root directory. * * This file written by Ryan C. Gordon. */ #include #include "mojoshader.h" #include "SDL.h" int main(int argc, char **argv) { int retval = 1; #if 0 printf("MojoShader bestprofile\n"); printf("Compiled against version %d\n", MOJOSHADER_VERSION); printf("Linked against version %d\n", MOJOSHADER_version()); printf("\n"); #endif if (SDL_Init(SDL_INIT_VIDEO) == -1) fprintf(stderr, "SDL_Init(SDL_INIT_VIDEO) error: %s\n", SDL_GetError()); else { SDL_GL_LoadLibrary(NULL); if (SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL) fprintf(stderr, "SDL_SetVideoMode() error: %s\n", SDL_GetError()); else { const char *best = MOJOSHADER_glBestProfile(SDL_GL_GetProcAddress); MOJOSHADER_glContext *ctx; ctx = MOJOSHADER_glCreateContext(best, SDL_GL_GetProcAddress, 0, 0, 0); if (ctx == NULL) printf("MOJOSHADER_glCreateContext() fail: %s\n", MOJOSHADER_glGetError()); else { printf("%s\n", best); retval = 0; // success. MOJOSHADER_glDestroyContext(ctx); } // else } // else SDL_Quit(); } // else return retval; } // main // end of bestprofile.c ...