mojoshader.h
author Ryan C. Gordon <icculus@icculus.org>
Wed, 10 Dec 2008 04:24:28 -0500
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parent 475 ea119c8ce5cd
child 515 58c1a7d98176
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Actually, let's make assembly error positions be option base 1.
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/**
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 * MojoShader; generate shader programs from bytecode of compiled
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 *  Direct3D shaders.
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 *
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 * Please see the file LICENSE.txt in the source's root directory.
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 *
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 *  This file written by Ryan C. Gordon.
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 */
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#ifndef __INCL_MOJOSHADER_H_
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#define __INCL_MOJOSHADER_H_
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* You can define this if you aren't generating mojoshader_version.h */
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#ifndef MOJOSHADER_NO_VERSION_INCLUDE
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#include "mojoshader_version.h"
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#endif
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#ifndef MOJOSHADER_VERSION
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#define MOJOSHADER_VERSION -1
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#endif
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#ifndef MOJOSHADER_CHANGESET
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#define MOJOSHADER_CHANGESET "???"
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#endif
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/*
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 * For determining the version of MojoShader you are using:
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 *    const int compiled_against = MOJOSHADER_VERSION;
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 *    const int linked_against = MOJOSHADER_version();
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 *
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 * The version is a single integer that increments, not a major/minor value.
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 */
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int MOJOSHADER_version(void);
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/*
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 * For determining the revision control changeste of MojoShader you are using:
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 *    const const *compiled_against = MOJOSHADER_CHANGESET;
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 *    const char *linked_against = MOJOSHADER_changeset();
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 *
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 * The version is an arbitrary, null-terminated ASCII string. It is probably
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 *  a hash that represents a revision control changeset, and can't be
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 *  compared to any other string to determine chronology.
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 *
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 * Do not attempt to free this string; it's statically allocated.
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 */
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const char *MOJOSHADER_changeset(void);
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/*
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 * These allocators work just like the C runtime's malloc() and free()
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 *  (in fact, they probably use malloc() and free() internally if you don't
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 *  specify your own allocator, but don't rely on that behaviour).
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 * (data) is the pointer you supplied when specifying these allocator
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 *  callbacks, in case you need instance-specific data...it is passed through
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 *  to your allocator unmolested, and can be NULL if you like.
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 */
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typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
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typedef void (*MOJOSHADER_free)(void *ptr, void *data);
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/*
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 * These are enum values, but they also can be used in bitmasks, so we can
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 *  test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
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 */
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typedef enum
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{
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    MOJOSHADER_TYPE_UNKNOWN  = 0,
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    MOJOSHADER_TYPE_PIXEL    = (1 << 0),
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    MOJOSHADER_TYPE_VERTEX   = (1 << 1),
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    MOJOSHADER_TYPE_GEOMETRY = (1 << 2),  /* (not supported yet.) */
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    MOJOSHADER_TYPE_ANY = 0xFFFFFFFF   /* used for bitmasks */
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} MOJOSHADER_shaderType;
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/*
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 * Data types for vertex attribute streams.
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 */
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typedef enum
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{
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    MOJOSHADER_ATTRIBUTE_UNKNOWN = -1,  /* housekeeping; not returned. */
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    MOJOSHADER_ATTRIBUTE_BYTE,
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    MOJOSHADER_ATTRIBUTE_UBYTE,
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    MOJOSHADER_ATTRIBUTE_SHORT,
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    MOJOSHADER_ATTRIBUTE_USHORT,
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    MOJOSHADER_ATTRIBUTE_INT,
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    MOJOSHADER_ATTRIBUTE_UINT,
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    MOJOSHADER_ATTRIBUTE_FLOAT,
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    MOJOSHADER_ATTRIBUTE_DOUBLE,
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    MOJOSHADER_ATTRIBUTE_HALF_FLOAT,  /* MAYBE available in your OpenGL! */
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} MOJOSHADER_attributeType;
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/*
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 * Data types for uniforms. See MOJOSHADER_uniform for more information.
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 */
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typedef enum
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{
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    MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
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    MOJOSHADER_UNIFORM_FLOAT,
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    MOJOSHADER_UNIFORM_INT,
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    MOJOSHADER_UNIFORM_BOOL,
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} MOJOSHADER_uniformType;
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/*
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 * These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
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 *  calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
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 *  need this data, for example. These integers are register indexes. So if
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 *  index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
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 *  4-float vector to be specified for what would be register "c6" in D3D
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 *  assembly language, before drawing with the shader.
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 * (array_count) means this is an array of uniforms...this happens in some
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 *  profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
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 *  In those cases, the shader was built to set some range of constant
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 *  registers as an array. You should set this array with (array_count)
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 *  elements from the constant register file, starting at (index) instead of
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 *  just a single uniform. To be extra difficult, you'll need to fill in the
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 *  correct values from the MOJOSHADER_constant data into the appropriate
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 *  parts of the array, overriding the constant register file. Fun!
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 * (constant) says whether this is a constant array; these need to be loaded
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 *  once at creation time, from the constant list and not ever updated from
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 *  the constant register file. This is a workaround for limitations in some
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 *  profiles.
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 * (name) is a profile-specific variable name; it may be NULL if it isn't
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 *  applicable to the requested profile.
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 */
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typedef struct MOJOSHADER_uniform
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{
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    MOJOSHADER_uniformType type;
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    int index;
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    int array_count;
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    int constant;
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    const char *name;
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} MOJOSHADER_uniform;
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/*
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 * These are the constants defined in a shader. These are data values
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 *  hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
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 *  override your Uniforms. This data is largely for informational purposes,
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 *  since they are compiled in and can't be changed, like Uniforms can be.
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 * These integers are register indexes. So if index==6 and
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 *  type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
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 *  to be specified for what would be register "c6" in D3D assembly language,
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 *  before drawing with the shader.
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 * (value) is the value of the constant, unioned by type.
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 */
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typedef struct MOJOSHADER_constant
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{
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    MOJOSHADER_uniformType type;
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    int index;
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    union
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    {
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        float f[4];  /* if type==MOJOSHADER_UNIFORM_FLOAT */
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        int i[4];    /* if type==MOJOSHADER_UNIFORM_INT */
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        int b;       /* if type==MOJOSHADER_UNIFORM_BOOL */
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    } value;
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} MOJOSHADER_constant;
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/*
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 * Data types for samplers. See MOJOSHADER_sampler for more information.
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 */
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typedef enum
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{
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    MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
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    MOJOSHADER_SAMPLER_2D,
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    MOJOSHADER_SAMPLER_CUBE,
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    MOJOSHADER_SAMPLER_VOLUME,
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} MOJOSHADER_samplerType;
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/*
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 * These are the samplers to be set for a shader. ...
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 *  IDirect3DDevice::SetTexture() would need this data, for example.
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 * These integers are the sampler "stage". So if index==6 and
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 *  type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
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 *  to be specified for what would be register "s6" in D3D assembly language,
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 *  before drawing with the shader.
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 * (name) is a profile-specific variable name; it may be NULL if it isn't
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 *  applicable to the requested profile.
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 */
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typedef struct MOJOSHADER_sampler
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{
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    MOJOSHADER_samplerType type;
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    int index;
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    const char *name;
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} MOJOSHADER_sampler;
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/*
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 * Data types for attributes. See MOJOSHADER_attribute for more information.
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 */
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typedef enum
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{
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    MOJOSHADER_USAGE_UNKNOWN = -1,  /* housekeeping value; never returned. */
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    MOJOSHADER_USAGE_POSITION,
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    MOJOSHADER_USAGE_BLENDWEIGHT,
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    MOJOSHADER_USAGE_BLENDINDICES,
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    MOJOSHADER_USAGE_NORMAL,
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    MOJOSHADER_USAGE_POINTSIZE,
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    MOJOSHADER_USAGE_TEXCOORD,
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    MOJOSHADER_USAGE_TANGENT,
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    MOJOSHADER_USAGE_BINORMAL,
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    MOJOSHADER_USAGE_TESSFACTOR,
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    MOJOSHADER_USAGE_POSITIONT,
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    MOJOSHADER_USAGE_COLOR,
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    MOJOSHADER_USAGE_FOG,
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    MOJOSHADER_USAGE_DEPTH,
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    MOJOSHADER_USAGE_SAMPLE,
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    MOJOSHADER_USAGE_TOTAL,  /* housekeeping value; never returned. */
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} MOJOSHADER_usage;
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/*
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 * These are the attributes to be set for a shader. "Attributes" are what
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 *  Direct3D calls "Vertex Declarations Usages" ...
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 *  IDirect3DDevice::CreateVertexDeclaration() would need this data, for
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 *  example. Each attribute is associated with an array of data that uses one
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 *  element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
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 *  means we'd expect a secondary color array to be bound to this shader
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 *  before drawing.
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 * (name) is a profile-specific variable name; it may be NULL if it isn't
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 *  applicable to the requested profile.
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 */
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typedef struct MOJOSHADER_attribute
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{
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    MOJOSHADER_usage usage;
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    int index;
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    const char *name;
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} MOJOSHADER_attribute;
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/*
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 * Use this if you want to specify newly-parsed code to swizzle incoming
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 *  data. This can be useful if you know, at parse time, that a shader
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 *  will be processing data on COLOR0 that should be RGBA, but you'll
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 *  be passing it a vertex array full of ARGB instead.
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 */
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typedef struct MOJOSHADER_swizzle
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{
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    MOJOSHADER_usage usage;
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    unsigned int index;
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    unsigned char swizzles[4];  /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
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} MOJOSHADER_swizzle;
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/*
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 * Structure used to return data from parsing of a shader...
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 */
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typedef struct MOJOSHADER_parseData
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{
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    /*
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     * Human-readable error, if there is one. Will be NULL if there was no
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     *  error. The string will be UTF-8 encoded, and English only. Most of
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     *  these shouldn't be shown to the end-user anyhow.
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     */
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    const char *error;
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    /*
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     * Position of error, if there is one. Will be -2 if there was no
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     *  error, and -1 if there was an error before processing started. If >= 0,
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     *  MOJOSHADER_parse() sets this to the byte offset (starting at zero) into
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     *  the bytecode you supplied, and MOJOSHADER_assemble() sets this to a
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     *  a line number in the source code you supplied (starting at one).
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     */
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    int error_position;
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    /*
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     * The name of the profile used to parse the shader. Will be NULL on error.
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     */
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    const char *profile;
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    /*
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     * Bytes of output from parsing. Most profiles produce a string of source
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     *  code, but profiles that do binary output may not be text at all.
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     *  Will be NULL on error.
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     */
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    const char *output;
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    /*
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     * Byte count for output, not counting any null terminator. Most profiles
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     *  produce an ASCII string of source code (which will be null-terminated
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     *  even though that null char isn't included in output_len), but profiles
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     *  that do binary output may not be text at all. Will be 0 on error.
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     */
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    int output_len;
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    /*
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     * Count of Direct3D instruction slots used. This is meaningless in terms
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     *  of the actual output, as the profile will probably grow or reduce
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     *  the count (or for high-level languages, not have that information at
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     *  all). Also, as with Microsoft's own assembler, this value is just a
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     *  rough estimate, as unpredicable real-world factors make the actual
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     *  value vary at least a little from this count. Still, it can give you
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     *  a rough idea of the size of your shader. Will be zero on error.
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     */
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    int instruction_count;
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    /*
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     * The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error.
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     */
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    MOJOSHADER_shaderType shader_type;
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    /*
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     * The shader's major version. If this was a "vs_3_0", this would be 3.
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     */
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    int major_ver;
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    /*
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     * The shader's minor version. If this was a "ps_1_4", this would be 4.
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     *  Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255.
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     */
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    int minor_ver;
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    /*
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     * The number of elements pointed to by (uniforms).
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     */
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    int uniform_count;
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    /*
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     * (uniform_count) elements of data that specify Uniforms to be set for
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     *  this shader. See discussion on MOJOSHADER_uniform for details.
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     * This can be NULL on error or if (uniform_count) is zero.
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     */
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    MOJOSHADER_uniform *uniforms;
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   321
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    /*
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     * The number of elements pointed to by (constants).
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     */
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    int constant_count;
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    /*
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     * (constant_count) elements of data that specify constants used in
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     *  this shader. See discussion on MOJOSHADER_constant for details.
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     * This can be NULL on error or if (constant_count) is zero.
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     *  This is largely informational: constants are hardcoded into a shader.
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     *  The constants that you can set like parameters are in the "uniforms"
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     *  list.
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     */
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    MOJOSHADER_constant *constants;
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   337
    /*
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     * The number of elements pointed to by (samplers).
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   339
     */
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    int sampler_count;
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   341
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   342
    /*
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     * (sampler_count) elements of data that specify Samplers to be set for
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     *  this shader. See discussion on MOJOSHADER_sampler for details.
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   345
     * This can be NULL on error or if (sampler_count) is zero.
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   346
     */
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    MOJOSHADER_sampler *samplers;
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   348
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   349
    /*
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     * The number of elements pointed to by (attributes).
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   351
     */
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    int attribute_count;
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   353
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   354
    /*
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     * (attribute_count) elements of data that specify Attributes to be set
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   356
     *  for this shader. See discussion on MOJOSHADER_attribute for details.
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     * This can be NULL on error or if (attribute_count) is zero.
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   358
     */
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    MOJOSHADER_attribute *attributes;
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   360
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   361
    /*
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     * The number of elements pointed to by (swizzles).
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   363
     */
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   364
    int swizzle_count;
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   365
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   366
    /*
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     * (swizzle_count) elements of data that specify swizzles the shader will
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   368
     *  apply to incoming attributes. This is a copy of what was passed to
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   369
     *  MOJOSHADER_parseData().
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   370
     * This can be NULL on error or if (swizzle_count) is zero.
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   371
     */
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   372
    MOJOSHADER_swizzle *swizzles;
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   373
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   374
    /*
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     * This is the malloc implementation you passed to MOJOSHADER_parse().
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   376
     */
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   377
    MOJOSHADER_malloc malloc;
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   378
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   379
    /*
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   380
     * This is the free implementation you passed to MOJOSHADER_parse().
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   381
     */
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   382
    MOJOSHADER_free free;
97
4a41e3d17297 Allow instance data to be passed to the allocator.
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diff changeset
   383
4a41e3d17297 Allow instance data to be passed to the allocator.
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diff changeset
   384
    /*
4a41e3d17297 Allow instance data to be passed to the allocator.
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diff changeset
   385
     * This is the pointer you passed as opaque data for your allocator.
4a41e3d17297 Allow instance data to be passed to the allocator.
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diff changeset
   386
     */
4a41e3d17297 Allow instance data to be passed to the allocator.
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diff changeset
   387
    void *malloc_data;
46
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   388
} MOJOSHADER_parseData;
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   389
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   390
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diff changeset
   391
/*
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diff changeset
   392
 * Profile string for Direct3D assembly language output.
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diff changeset
   393
 */
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   394
#define MOJOSHADER_PROFILE_D3D "d3d"
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   395
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diff changeset
   396
/*
109
48e95cf41505 Added "passthrough" profile, which just sends the bytecode through unchanged;
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diff changeset
   397
 * Profile string for passthrough of the original bytecode, unchanged.
48e95cf41505 Added "passthrough" profile, which just sends the bytecode through unchanged;
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diff changeset
   398
 */
469
b8cfaae6c4af Renamed "passthrough" profile to "bytecode"
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diff changeset
   399
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"
109
48e95cf41505 Added "passthrough" profile, which just sends the bytecode through unchanged;
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diff changeset
   400
48e95cf41505 Added "passthrough" profile, which just sends the bytecode through unchanged;
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diff changeset
   401
/*
46
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diff changeset
   402
 * Profile string for GLSL: OpenGL high-level shader language output.
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diff changeset
   403
 */
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diff changeset
   404
#define MOJOSHADER_PROFILE_GLSL "glsl"
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diff changeset
   405
323
b60c88ec8182 Initial work on ARB1 profile.
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diff changeset
   406
/*
407
620d48c5d13a Added framework for GLSL 1.20 support.
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diff changeset
   407
 * Profile string for GLSL 1.20: minor improvements to base GLSL spec.
620d48c5d13a Added framework for GLSL 1.20 support.
Ryan C. Gordon <icculus@icculus.org>
parents: 361
diff changeset
   408
 */
620d48c5d13a Added framework for GLSL 1.20 support.
Ryan C. Gordon <icculus@icculus.org>
parents: 361
diff changeset
   409
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
620d48c5d13a Added framework for GLSL 1.20 support.
Ryan C. Gordon <icculus@icculus.org>
parents: 361
diff changeset
   410
620d48c5d13a Added framework for GLSL 1.20 support.
Ryan C. Gordon <icculus@icculus.org>
parents: 361
diff changeset
   411
/*
323
b60c88ec8182 Initial work on ARB1 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 284
diff changeset
   412
 * Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
b60c88ec8182 Initial work on ARB1 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 284
diff changeset
   413
 */
b60c88ec8182 Initial work on ARB1 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 284
diff changeset
   414
#define MOJOSHADER_PROFILE_ARB1 "arb1"
b60c88ec8182 Initial work on ARB1 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 284
diff changeset
   415
361
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   416
/*
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   417
 * Profile string for OpenGL ARB 1.0 shaders with Nvidia 2.0 extensions:
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   418
 *  GL_NV_vertex_program2_option and GL_NV_fragment_program2
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   419
 */
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   420
#define MOJOSHADER_PROFILE_NV2 "nv2"
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   421
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   422
/*
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   423
 * Profile string for OpenGL ARB 1.0 shaders with Nvidia 3.0 extensions:
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   424
 *  GL_NV_vertex_program3 and GL_NV_fragment_program2
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   425
 */
421
bfd3d95273ec First piece of work on nv3 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 407
diff changeset
   426
#define MOJOSHADER_PROFILE_NV3 "nv3"
361
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   427
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   428
/*
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   429
 * Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
454
70c9818840eb Happy September. Minor comment tweak.
Ryan C. Gordon <icculus@icculus.org>
parents: 450
diff changeset
   430
 *  GL_NV_gpu_program4
361
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   431
 */
431
0d0cbe10db02 First shot at nv4 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 422
diff changeset
   432
#define MOJOSHADER_PROFILE_NV4 "nv4"
361
9fa6652cacbd First (untested) work on nv2 profile.
Ryan C. Gordon <icculus@icculus.org>
parents: 356
diff changeset
   433
458
b91904879798 Added MOJOSHADER_maxShaderModel().
Ryan C. Gordon <icculus@icculus.org>
parents: 455
diff changeset
   434
/*
b91904879798 Added MOJOSHADER_maxShaderModel().
Ryan C. Gordon <icculus@icculus.org>
parents: 455
diff changeset
   435
 * Determine the highest supported Shader Model for a profile.
b91904879798 Added MOJOSHADER_maxShaderModel().
Ryan C. Gordon <icculus@icculus.org>
parents: 455
diff changeset
   436
 */
b91904879798 Added MOJOSHADER_maxShaderModel().
Ryan C. Gordon <icculus@icculus.org>
parents: 455
diff changeset
   437
int MOJOSHADER_maxShaderModel(const char *profile);
b91904879798 Added MOJOSHADER_maxShaderModel().
Ryan C. Gordon <icculus@icculus.org>
parents: 455
diff changeset
   438
97
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   439
46
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   440
/*
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   441
 * Parse a compiled Direct3D shader's bytecode.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   442
 *
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   443
 * This is your primary entry point into MojoShader. You need to pass it
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   444
 *  a compiled D3D shader and tell it which "profile" you want to use to
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   445
 *  convert it into useful data.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   446
 *
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   447
 * The available profiles are the set of MOJOSHADER_PROFILE_* defines.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   448
 *  Note that MojoShader may be built without support for all listed
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   449
 *  profiles (in which case using one here will return with an error).
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   450
 *
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   451
 * As parsing requires some memory to be allocated, you may provide a custom
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   452
 *  allocator to this function, which will be used to allocate/free memory.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   453
 *  They function just like malloc() and free(). We do not use realloc().
97
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   454
 *  If you don't care, pass NULL in for the allocator functions. If your
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   455
 *  allocator needs instance-specific data, you may supply it with the
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   456
 *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
46
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   457
 *
97
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   458
 * This function returns a MOJOSHADER_parseData.
46
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   459
 *
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   460
 * This function will never return NULL, even if the system is completely
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   461
 *  out of memory upon entry (in which case, this function returns a static
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   462
 *  MOJOSHADER_parseData object, which is still safe to pass to
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   463
 *  MOJOSHADER_freeParseData()).
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   464
 *
450
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   465
 * You can tell the generated program to swizzle certain inputs. If you know
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   466
 *  that COLOR0 should be RGBA but you're passing in ARGB, you can specify
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   467
 *  a swizzle of { MOJOSHADER_USAGE_COLOR, 0, {1,2,3,0} } to (swiz). If the
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   468
 *  input register in the code would produce reg.ywzx, that swizzle would
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   469
 *  change it to reg.wzxy ... (swiz) can be NULL.
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   470
 *
187
1c709f65cf1b Store profile string in MOJOSHADER_parseData.
Ryan C. Gordon <icculus@icculus.org>
parents: 148
diff changeset
   471
 * This function is thread safe, so long as (m) and (f) are too, and that
46
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   472
 *  (tokenbuf) remains intact for the duration of the call. This allows you
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   473
 *  to parse several shaders on separate CPU cores at the same time.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   474
 */
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   475
const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   476
                                             const unsigned char *tokenbuf,
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   477
                                             const unsigned int bufsize,
450
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   478
                                             const MOJOSHADER_swizzle *swiz,
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   479
                                             const unsigned int swizcount,
46
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   480
                                             MOJOSHADER_malloc m,
97
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   481
                                             MOJOSHADER_free f,
4a41e3d17297 Allow instance data to be passed to the allocator.
Ryan C. Gordon <icculus@icculus.org>
parents: 94
diff changeset
   482
                                             void *d);
46
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   483
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   484
/*
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   485
 * Call this to dispose of parsing results when you are done with them.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   486
 *  This will call the MOJOSHADER_free function you provided to
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   487
 *  MOJOSHADER_parse multiple times, if you provided one.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   488
 *  Passing a NULL here is a safe no-op.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   489
 *
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   490
 * This function is thread safe, so long as any allocator you passed into
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   491
 *  MOJOSHADER_parse() is, too.
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   492
 */
ff5a0ec44f00 [svn] Lots and lots of work on the public API.
icculus
parents: 36
diff changeset
   493
void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
7
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
   494
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   495
218
d3fac270bca1 Minor comment added.
Ryan C. Gordon <icculus@icculus.org>
parents: 217
diff changeset
   496
465
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   497
/* Assembler interface... */
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   498
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   499
/*
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   500
 * This function is optional. Use this to convert Direct3D shader assembly
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   501
 *  language into bytecode, which can be handled by MOJOSHADER_parse().
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   502
 *
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   503
 * (source) is an ASCII, NULL-terminated string of valid Direct3D shader
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   504
 *  assembly source code.
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   505
 *
470
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   506
 * This will return a MOJOSHADER_parseData(), like MOJOSHADER_parse() would,
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   507
 *  except the profile will be MOJOSHADER_PROFILE_BYTECODE and the output
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   508
 *  will be the assembled bytecode instead of some other language. This output
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   509
 *  can be pushed back through MOJOSHADER_parseData() with a different profile.
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   510
 *
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   511
 * This function will never return NULL, even if the system is completely
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   512
 *  out of memory upon entry (in which case, this function returns a static
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   513
 *  MOJOSHADER_parseData object, which is still safe to pass to
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   514
 *  MOJOSHADER_freeParseData()).
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   515
 *
465
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   516
 * As assembling requires some memory to be allocated, you may provide a
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   517
 *  custom allocator to this function, which will be used to allocate/free
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   518
 *  memory. They function just like malloc() and free(). We do not use
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   519
 *  realloc(). If you don't care, pass NULL in for the allocator functions.
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   520
 *  If your allocator needs instance-specific data, you may supply it with the
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   521
 *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   522
 *
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   523
 * This function is thread safe, so long as (m) and (f) are too, and that
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   524
 *  (source) remains intact for the duration of the call. This allows you
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   525
 *  to assemble several shaders on separate CPU cores at the same time.
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   526
 */
470
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   527
const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *source,
7d84d3452125 Bunch More Work on the assembler.
Ryan C. Gordon <icculus@icculus.org>
parents: 469
diff changeset
   528
                              MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
465
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   529
0a75f98f785b Initial work on assembler. Not even close to done.
Ryan C. Gordon <icculus@icculus.org>
parents: 462
diff changeset
   530
218
d3fac270bca1 Minor comment added.
Ryan C. Gordon <icculus@icculus.org>
parents: 217
diff changeset
   531
d3fac270bca1 Minor comment added.
Ryan C. Gordon <icculus@icculus.org>
parents: 217
diff changeset
   532
/* OpenGL interface... */
d3fac270bca1 Minor comment added.
Ryan C. Gordon <icculus@icculus.org>
parents: 217
diff changeset
   533
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   534
/*
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   535
 * "Contexts" map to OpenGL contexts...you need one per window, or whatever,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   536
 *  and need to inform MojoShader when you make a new one current.
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   537
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   538
 * "Shaders" refer to individual vertex or pixel programs, and are created
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   539
 *  by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   540
 *  "linked" into a "Program" before you can use them to render.
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   541
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   542
 * To the calling application, these are all opaque handles.
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   543
 */
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   544
typedef struct MOJOSHADER_glContext MOJOSHADER_glContext;
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   545
typedef struct MOJOSHADER_glShader MOJOSHADER_glShader;
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   546
typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram;
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   547
262
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   548
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   549
/*
422
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   550
 * Get a list of available profiles. This will fill in the array (profs)
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   551
 *  with up to (size) pointers of profiles that the current system can handle;
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   552
 *  that is, the profiles are built into MojoShader and the OpenGL extensions
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   553
 *  required for them exist at runtime. This function returns the number of
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   554
 *  available profiles, which may be more, less, or equal to (size).
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   555
 *
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   556
 * If there are more than (size) profiles, the (profs) buffer will not
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   557
 *  overflow. You can check the return value for the total number of
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   558
 *  available profiles, allocate more space, and try again if necessary.
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   559
 *  Calling this function with (size) == 0 is legal.
262
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   560
 *
422
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   561
 * You can only call this AFTER you have successfully built your GL context
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   562
 *  and made it current. This function will lookup the GL functions it needs
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   563
 *  through the callback you supply. The lookup function is neither stored nor
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   564
 *  used by MojoShader after this function returns, nor are the functions it
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   565
 *  might look up.
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   566
 *
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   567
 * You should not free any strings returned from this function; they are
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   568
 *  pointers to internal, probably static, memory.
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   569
 *
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   570
 * This call is NOT thread safe! As most OpenGL implementations are not thread
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   571
 *  safe, you should probably only call this from the same thread that created
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   572
 *  the GL context.
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   573
 */
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   574
int MOJOSHADER_glAvailableProfiles(void *(*lookup)(const char *fnname),
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   575
                                   const char **profs, const int size);
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   576
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   577
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   578
/*
1d5eaf3a4c98 Added MOJOSHADER_glAvailableProfiles().
Ryan C. Gordon <icculus@icculus.org>
parents: 421
diff changeset
   579
 * Determine the best profile to use for the current system.
262
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   580
 *
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   581
 * You can only call this AFTER you have successfully built your GL context
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   582
 *  and made it current. This function will lookup the GL functions it needs
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   583
 *  through the callback you supply. The lookup function is neither stored nor
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   584
 *  used by MojoShader after this function returns, nor are the functions it
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   585
 *  might look up.
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   586
 *
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   587
 * Returns the name of the "best" profile on success, NULL if none of the
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   588
 *  available profiles will work on this system. "Best" is a relative term,
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   589
 *  but it generally means the best trade off between feature set and
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   590
 *  performance. The selection algorithm may be arbitrary and complex.
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   591
 *
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   592
 * The returned value is an internal static string, and should not be free()'d
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   593
 *  by the caller. If you get a NULL, calling MOJOSHADER_glGetError() might
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   594
 *  shed some light on why.
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   595
 *
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   596
 * This call is NOT thread safe! As most OpenGL implementations are not thread
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   597
 *  safe, you should probably only call this from the same thread that created
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   598
 *  the GL context.
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   599
 */
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   600
const char *MOJOSHADER_glBestProfile(void *(*lookup)(const char *fnname));
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   601
0f1531ac2578 Implemented MOJOSHADER_glBestProfile().
Ryan C. Gordon <icculus@icculus.org>
parents: 245
diff changeset
   602
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   603
/*
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   604
 * Prepare MojoShader to manage OpenGL shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   605
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   606
 * You do not need to call this if all you want is MOJOSHADER_parse().
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   607
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   608
 * You must call this once AFTER you have successfully built your GL context
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   609
 *  and made it current. This function will lookup the GL functions it needs
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   610
 *  through the callback you supply, after which it may call them at any time
238
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   611
 *  up until you call MOJOSHADER_glDestroyContext(). The lookup function is
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   612
 *  neither stored nor used by MojoShader after this function returns.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   613
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   614
 * (profile) is an OpenGL-specific MojoShader profile, which decides how
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   615
 *  Direct3D bytecode shaders get turned into OpenGL programs, and how they
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   616
 *  are fed to the GL.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   617
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   618
 * (lookup) is a callback that is used to load GL entry points. This callback
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   619
 *  has to look up base GL functions and extension entry points.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   620
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   621
 * As MojoShader requires some memory to be allocated, you may provide a
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   622
 *  custom allocator to this function, which will be used to allocate/free
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   623
 *  memory. They function just like malloc() and free(). We do not use
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   624
 *  realloc(). If you don't care, pass NULL in for the allocator functions.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   625
 *  If your allocator needs instance-specific data, you may supply it with the
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   626
 *  (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   627
 *
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   628
 * Returns a new context on success, NULL on error. If you get a new context,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   629
 *  you need to make it current before using it with
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   630
 *  MOJOSHADER_glMakeContextCurrent().
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   631
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   632
 * This call is NOT thread safe! It must return success before you may call
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   633
 *  any other MOJOSHADER_gl* function. Also, as most OpenGL implementations
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   634
 *  are not thread safe, you should probably only call this from the same
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   635
 *  thread that created the GL context.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   636
 */
238
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   637
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   638
                                        void *(*lookup)(const char *fnname),
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   639
                                        MOJOSHADER_malloc m, MOJOSHADER_free f,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   640
                                        void *d);
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   641
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   642
/*
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   643
 * You must call this before using the context that you got from
238
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   644
 *  MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   645
 *  context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   646
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   647
 * You can only have one MOJOSHADER_glContext per actual GL context, or
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   648
 *  undefined behaviour will result.
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   649
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   650
 * It is legal to call this with a NULL pointer to make no context current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   651
 *  but you need a valid context to be current to use most of MojoShader.
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   652
 */
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   653
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *ctx);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   654
219
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   655
/*
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   656
 * Get any error state we might have picked up. MojoShader will NOT call
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   657
 *  glGetError() internally, but there are other errors we can pick up,
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   658
 *  such as failed shader compilation, etc.
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   659
 *
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   660
 * Returns a human-readable string. This string is for debugging purposes, and
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   661
 *  not guaranteed to be localized, coherent, or user-friendly in any way.
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   662
 *  It's for programmers!
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   663
 *
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   664
 * The latest error may remain between calls. New errors replace any existing
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   665
 *  error. Don't check this string for a sign that an error happened, check
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   666
 *  return codes instead and use this for explanation when debugging.
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   667
 *
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   668
 * Do not free the returned string: it's a pointer to a static internal
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   669
 *  buffer. Do not keep the pointer around, either, as it's likely to become
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   670
 *  invalid as soon as you call into MojoShader again.
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   671
 *
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   672
 * This call is NOT thread safe! As most OpenGL implementations are not thread
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   673
 *  safe, you should probably only call this from the same thread that created
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   674
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   675
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   676
 * This call does NOT require a valid MOJOSHADER_glContext to have been made
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   677
 *  current. The error buffer is shared between contexts, so you can get
238
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   678
 *  error results from a failed MOJOSHADER_glCreateContext().
219
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   679
 */
61167fc96790 Added MOJOSHADER_glGetError() function, filled in error state.
Ryan C. Gordon <icculus@icculus.org>
parents: 218
diff changeset
   680
const char *MOJOSHADER_glGetError(void);
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   681
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   682
/*
276
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   683
 * Get the maximum uniforms a shader can support for the current GL context,
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   684
 *  MojoShader profile, and shader type. You can use this to make decisions
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   685
 *  about what shaders you want to use (for example, a less complicated
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   686
 *  shader may be swapped in for lower-end systems).
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   687
 *
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   688
 * Returns the number, or -1 on error.
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   689
 *
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   690
 * This call is NOT thread safe! As most OpenGL implementations are not thread
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   691
 *  safe, you should probably only call this from the same thread that created
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   692
 *  the GL context.
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   693
 *
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   694
 * This call requires a valid MOJOSHADER_glContext to have been made current,
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   695
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   696
 */
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   697
int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type);
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   698
1d7437469c94 Added MOJOSHADER_glMaxUniforms().
Ryan C. Gordon <icculus@icculus.org>
parents: 262
diff changeset
   699
/*
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   700
 * Compile a buffer of Direct3D shader bytecode into an OpenGL shader.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   701
 *  You still need to link the shader before you may render with it.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   702
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   703
 *   (tokenbuf) is a buffer of Direct3D shader bytecode.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   704
 *   (bufsize) is the size, in bytes, of the bytecode buffer.
450
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   705
 *   (swiz) and (swizcount) are passed to MOJOSHADER_parse() unmolested.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   706
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   707
 * Returns NULL on error, or a shader handle on success.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   708
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   709
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   710
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   711
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   712
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   713
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   714
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   715
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   716
 * Compiled shaders from this function may not be shared between contexts.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   717
 */
199
03463c4621ad Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents: 198
diff changeset
   718
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
450
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   719
                                                const unsigned int bufsize,
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   720
                                                const MOJOSHADER_swizzle *swiz,
6a9faf398c1d Allow overriding of swizzle on vertex attributes during bytecode parsing.
Ryan C. Gordon <icculus@icculus.org>
parents: 438
diff changeset
   721
                                                const unsigned int swizcount);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   722
245
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   723
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   724
/*
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   725
 * Get the MOJOSHADER_parseData structure that was produced from the
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   726
 *  call to MOJOSHADER_glCompileShader().
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   727
 *
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   728
 * This data is read-only, and you should NOT attempt to free it. This
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   729
 *  pointer remains valid until the shader is deleted.
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   730
 */
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   731
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
1f04b805a4f2 Added MOJOSHADER_glGetShaderParseData().
Ryan C. Gordon <icculus@icculus.org>
parents: 240
diff changeset
   732
                                                MOJOSHADER_glShader *shader);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   733
/*
200
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   734
 * Link a vertex and pixel shader into an OpenGL program.
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   735
 *  (vshader) or (pshader) can be NULL, to specify that the GL should use the
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   736
 *  fixed-function pipeline instead of the programmable pipeline for that
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   737
 *  portion of the work. You can reuse shaders in various combinations across
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   738
 *  multiple programs, by relinking different pairs.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   739
 *
200
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   740
 * It is illegal to give a vertex shader for (pshader) or a pixel shader
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   741
 *  for (vshader).
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   742
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   743
 * Once you have successfully linked a program, you may render with it.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   744
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   745
 * Returns NULL on error, or a program handle on success.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   746
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   747
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   748
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   749
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   750
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   751
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   752
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   753
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   754
 * Linked programs from this function may not be shared between contexts.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   755
 */
200
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   756
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
5085c788f769 Removed references to "fragment" programs in header.
Ryan C. Gordon <icculus@icculus.org>
parents: 199
diff changeset
   757
                                               MOJOSHADER_glShader *pshader);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   758
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   759
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   760
 * This binds the program (using, for example, glUseProgramObjectARB()), and
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   761
 *  disables all the client-side arrays so we can reset them with new values
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   762
 *  if appropriate.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   763
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   764
 * Call with NULL to disable the programmable pipeline and all enabled
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   765
 *  client-side arrays.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   766
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   767
 * After binding a program, you should update any uniforms you care about
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   768
 *  with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   769
 *  you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   770
 *  MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   771
 *  begin drawing through standard GL entry points.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   772
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   773
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   774
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   775
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   776
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   777
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   778
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   779
 */
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   780
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   781
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   782
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   783
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   784
 * Set a floating-point uniform value (what Direct3D calls a "constant").
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   785
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   786
 * There is a single array of 4-float "registers" shared by all vertex shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   787
 *  This is the "c" register file in Direct3D (c0, c1, c2, etc...)
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   788
 *  MojoShader will take care of synchronizing this internal array with the
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   789
 *  appropriate variables in the GL shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   790
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   791
 * (idx) is the index into the internal array: 0 is the first four floats,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   792
 *  1 is the next four, etc.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   793
 * (data) is a pointer to (vec4count*4) floats.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   794
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   795
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   796
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   797
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   798
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   799
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   800
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
239
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   801
 *
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   802
 * Uniforms are not shared between contexts.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   803
 */
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   804
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   805
                                          unsigned int vec4count);
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   806
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   807
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   808
 * Set an integer uniform value (what Direct3D calls a "constant").
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   809
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   810
 * There is a single array of 4-int "registers" shared by all vertex shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   811
 *  This is the "i" register file in Direct3D (i0, i1, i2, etc...)
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   812
 *  MojoShader will take care of synchronizing this internal array with the
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   813
 *  appropriate variables in the GL shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   814
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   815
 * (idx) is the index into the internal array: 0 is the first four ints,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   816
 *  1 is the next four, etc.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   817
 * (data) is a pointer to (ivec4count*4) ints.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   818
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   819
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   820
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   821
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   822
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   823
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   824
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
239
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   825
 *
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   826
 * Uniforms are not shared between contexts.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   827
 */
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   828
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   829
                                          unsigned int ivec4count);
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   830
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   831
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   832
 * Set a boolean uniform value (what Direct3D calls a "constant").
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   833
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   834
 * There is a single array of "registers" shared by all vertex shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   835
 *  This is the "b" register file in Direct3D (b0, b1, b2, etc...)
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   836
 *  MojoShader will take care of synchronizing this internal array with the
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   837
 *  appropriate variables in the GL shaders.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   838
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   839
 * Unlike the float and int counterparts, booleans are single values, not
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   840
 *  four-element vectors...so idx==1 is the second boolean in the internal
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   841
 *  array, not the fifth.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   842
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   843
 * Non-zero values are considered "true" and zero is considered "false".
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   844
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   845
 * (idx) is the index into the internal array.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   846
 * (data) is a pointer to (bcount) ints.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   847
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   848
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   849
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   850
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   851
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   852
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   853
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
239
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   854
 *
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   855
 * Uniforms are not shared between contexts.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   856
 */
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   857
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   858
                                          unsigned int bcount);
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   859
198
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   860
/*
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   861
 * The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   862
 *  shaders. Other than using a different internal array that is specific
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   863
 *  to pixel shaders, this functions just like its vertex array equivalent.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   864
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   865
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   866
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   867
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   868
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   869
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   870
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
239
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   871
 *
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   872
 * Uniforms are not shared between contexts.
198
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   873
 */
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   874
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   875
                                         unsigned int vec4count);
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   876
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   877
/*
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   878
 * The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   879
 *  shaders. Other than using a different internal array that is specific
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   880
 *  to pixel shaders, this functions just like its vertex array equivalent.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   881
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   882
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   883
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   884
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   885
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   886
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   887
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
239
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   888
 *
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   889
 * Uniforms are not shared between contexts.
198
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   890
 */
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   891
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   892
                                         unsigned int ivec4count);
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   893
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   894
/*
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   895
 * The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   896
 *  shaders. Other than using a different internal array that is specific
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   897
 *  to pixel shaders, this functions just like its vertex array equivalent.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   898
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   899
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   900
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   901
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   902
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   903
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   904
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
239
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   905
 *
9a9971a6828d Minor documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 238
diff changeset
   906
 * Uniforms are not shared between contexts.
198
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   907
 */
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   908
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
e69f11a7b700 Added API to set pixel shader uniforms.
Ryan C. Gordon <icculus@icculus.org>
parents: 197
diff changeset
   909
                                         unsigned int bcount);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   910
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   911
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   912
 * Connect a client-side array to the currently-bound program.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   913
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   914
 * (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   915
 *  be MOJOSHADER_USAGE_COLOR and 1.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   916
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   917
 * The caller should bind VBOs before this call and treat (ptr) as an offset,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   918
 *  if appropriate.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   919
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   920
 * MojoShader will figure out where to plug this stream into the
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   921
 *  currently-bound program, and enable the appropriate client-side array.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   922
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   923
 * (size), (type), (normalized), (stride), and (ptr) correspond to
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   924
 *  glVertexAttribPointer()'s parameters (in most cases, these get passed
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   925
 *  unmolested to that very entry point during this function).
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   926
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   927
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   928
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   929
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   930
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   931
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   932
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   933
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   934
 * Vertex attributes are not shared between contexts.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   935
 */
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   936
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   937
                                     int index, unsigned int size,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   938
                                     MOJOSHADER_attributeType type,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   939
                                     int normalized, unsigned int stride,
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   940
                                     const void *ptr);
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   941
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   942
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   943
 * Inform MojoShader that it should commit any pending state to the GL. This
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   944
 *  must be called after you bind a program and update any inputs, right
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   945
 *  before you start drawing, so any outstanding changes made to the shared
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   946
 *  constants array (etc) can propagate to the shader during this call.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   947
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   948
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   949
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   950
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   951
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   952
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   953
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   954
 */
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   955
void MOJOSHADER_glProgramReady(void);
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   956
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   957
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   958
 * Free the resources of a linked program. This will delete the GL object
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   959
 *  and free memory.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   960
 *
197
2ad08d31ea93 API design change.
Ryan C. Gordon <icculus@icculus.org>
parents: 196
diff changeset
   961
 * If the program is currently bound by MOJOSHADER_glBindProgram(), it will
2ad08d31ea93 API design change.
Ryan C. Gordon <icculus@icculus.org>
parents: 196
diff changeset
   962
 *  be deleted as soon as it becomes unbound.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   963
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   964
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   965
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   966
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   967
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   968
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   969
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   970
 */
199
03463c4621ad Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents: 198
diff changeset
   971
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   972
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   973
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   974
 * Free the resources of a compiled shader. This will delete the GL object
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   975
 *  and free memory.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   976
 *
197
2ad08d31ea93 API design change.
Ryan C. Gordon <icculus@icculus.org>
parents: 196
diff changeset
   977
 * If the shader is currently referenced by a linked program, it will
2ad08d31ea93 API design change.
Ryan C. Gordon <icculus@icculus.org>
parents: 196
diff changeset
   978
 *  be deleted as soon as all referencing programs are deleted, too.
217
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   979
 *
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   980
 * This call is NOT thread safe! As most OpenGL implementations are not thread
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   981
 *  safe, you should probably only call this from the same thread that created
611976ab1d25 Documentation update.
Ryan C. Gordon <icculus@icculus.org>
parents: 211
diff changeset
   982
 *  the GL context.
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   983
 *
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   984
 * This call requires a valid MOJOSHADER_glContext to have been made current,
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
   985
 *  or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   986
 */
199
03463c4621ad Reduced const insanity in API spec.
Ryan C. Gordon <icculus@icculus.org>
parents: 198
diff changeset
   987
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   988
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   989
/*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   990
 * Deinitialize MojoShader's OpenGL shader management.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   991
 *
238
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   992
 * You must call this once, while your GL context (not MojoShader context) is
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   993
 *  still current, if you previously had a successful call to
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   994
 *  MOJOSHADER_glCreateContext(). This should be the last MOJOSHADER_gl*
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
   995
 *  function you call until you've prepared a context again.
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   996
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   997
 * This will clean up resources previously allocated, and may call into the GL.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   998
 *
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
   999
 * This will not clean up shaders and programs you created! Please call
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1000
 *  MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1001
 *  those up before calling this function!
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1002
 *
237
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
  1003
 * This function destroys the MOJOSHADER_glContext you pass it. If it's the
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
  1004
 *  current context, then no context will be current upon return.
09f35dfc1d7e OpenGL glue now allows for multiple contexts.
Ryan C. Gordon <icculus@icculus.org>
parents: 236
diff changeset
  1005
 *
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1006
 * This call is NOT thread safe! There must not be any other MOJOSHADER_gl*
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1007
 *  functions running when this is called. Also, as most OpenGL implementations
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1008
 *  are not thread safe, you should probably only call this from the same
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1009
 *  thread that created the GL context.
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1010
 */
238
e98f14da2897 Renamed glInit and glDeinit to glCreateContext and glDestroyContext.
Ryan C. Gordon <icculus@icculus.org>
parents: 237
diff changeset
  1011
void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);
196
5715754e5549 Initial API proposal for OpenGL glue.
Ryan C. Gordon <icculus@icculus.org>
parents: 190
diff changeset
  1012
7
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1013
#ifdef __cplusplus
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1014
}
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1015
#endif
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1016
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1017
#endif  /* include-once blocker. */
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1018
35
5749d174b537 [svn] Might as well keep the tradition alive.
icculus
parents: 20
diff changeset
  1019
/* end of mojoshader.h ... */
7
18bf77bb8c07 [svn] Cleanups, split things out.
icculus
parents:
diff changeset
  1020