Skip to content

Latest commit

 

History

History
909 lines (830 loc) · 34.8 KB

mojoshader.h

File metadata and controls

909 lines (830 loc) · 34.8 KB
 
Feb 10, 2008
Feb 10, 2008
1
/**
Mar 22, 2008
Mar 22, 2008
2
3
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
Feb 10, 2008
Feb 10, 2008
4
5
6
7
8
9
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
Mar 22, 2008
Mar 22, 2008
10
11
#ifndef __INCL_MOJOSHADER_H_
#define __INCL_MOJOSHADER_H_
Feb 10, 2008
Feb 10, 2008
12
13
14
15
16
#ifdef __cplusplus
extern "C" {
#endif
Mar 16, 2008
Mar 16, 2008
17
/*
Mar 28, 2008
Mar 28, 2008
18
19
20
21
22
* For determining the version of MojoShader you are using:
* const int compiled_against = MOJOSHADER_VERSION;
* const int linked_against = MOJOSHADER_version();
*
* The version is a single integer that increments, not a major/minor value.
Mar 16, 2008
Mar 16, 2008
23
*/
Mar 22, 2008
Mar 22, 2008
24
25
#define MOJOSHADER_VERSION 1
int MOJOSHADER_version(void);
Mar 16, 2008
Mar 16, 2008
26
27
28
/*
* These allocators work just like the C runtime's malloc() and free()
Mar 28, 2008
Mar 28, 2008
29
30
* (in fact, they probably use malloc() and free() internally if you don't
* specify your own allocator, but don't rely on that behaviour).
Apr 4, 2008
Apr 4, 2008
31
32
33
* (data) is the pointer you supplied when specifying these allocator
* callbacks, in case you need instance-specific data...it is passed through
* to your allocator unmolested, and can be NULL if you like.
Mar 16, 2008
Mar 16, 2008
34
*/
Apr 4, 2008
Apr 4, 2008
35
36
typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
typedef void (*MOJOSHADER_free)(void *ptr, void *data);
Mar 14, 2008
Mar 14, 2008
37
Mar 28, 2008
Mar 28, 2008
38
39
40
41
42
43
44
45
46
47
48
49
50
51
/*
* These are enum values, but they also can be used in bitmasks, so we can
* test if an opcode is acceptable: if (op->shader_types & ourtype) {} ...
*/
typedef enum
{
MOJOSHADER_TYPE_UNKNOWN = 0,
MOJOSHADER_TYPE_PIXEL = (1 << 0),
MOJOSHADER_TYPE_VERTEX = (1 << 1),
MOJOSHADER_TYPE_GEOMETRY = (1 << 2), /* (not supported yet.) */
MOJOSHADER_TYPE_ANY = 0xFFFFFFFF /* used for bitmasks */
} MOJOSHADER_shaderType;
Apr 26, 2008
Apr 26, 2008
52
53
54
55
56
/*
* Data types for vertex attribute streams.
*/
typedef enum
{
Apr 28, 2008
Apr 28, 2008
57
MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
Apr 26, 2008
Apr 26, 2008
58
59
60
61
62
63
64
MOJOSHADER_ATTRIBUTE_BYTE,
MOJOSHADER_ATTRIBUTE_UBYTE,
MOJOSHADER_ATTRIBUTE_SHORT,
MOJOSHADER_ATTRIBUTE_USHORT,
MOJOSHADER_ATTRIBUTE_INT,
MOJOSHADER_ATTRIBUTE_UINT,
MOJOSHADER_ATTRIBUTE_FLOAT,
Apr 28, 2008
Apr 28, 2008
65
66
MOJOSHADER_ATTRIBUTE_DOUBLE,
MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
Apr 26, 2008
Apr 26, 2008
67
68
} MOJOSHADER_attributeType;
Apr 4, 2008
Apr 4, 2008
69
70
71
/*
* Data types for uniforms. See MOJOSHADER_uniform for more information.
*/
Apr 4, 2008
Apr 4, 2008
72
73
typedef enum
{
Apr 28, 2008
Apr 28, 2008
74
MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
Apr 19, 2008
Apr 19, 2008
75
76
77
MOJOSHADER_UNIFORM_FLOAT,
MOJOSHADER_UNIFORM_INT,
MOJOSHADER_UNIFORM_BOOL,
Apr 4, 2008
Apr 4, 2008
78
} MOJOSHADER_uniformType;
Apr 4, 2008
Apr 4, 2008
79
Apr 4, 2008
Apr 4, 2008
80
81
82
83
84
85
86
/*
* These are the uniforms to be set for a shader. "Uniforms" are what Direct3D
* calls "Constants" ... IDirect3DDevice::SetVertexShaderConstantF() would
* need this data, for example. These integers are register indexes. So if
* index==6 and type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a
* 4-float vector to be specified for what would be register "c6" in D3D
* assembly language, before drawing with the shader.
May 5, 2008
May 5, 2008
87
88
89
90
91
92
93
94
* (array_count) means this is an array of uniforms...this happens in some
* profiles when we see a relative address ("c0[a0.x]", not the usual "c0").
* In those cases, the shader was built to set some range of constant
* registers as an array. You should set this array with (array_count)
* elements from the constant register file, starting at (index) instead of
* just a single uniform. To be extra difficult, you'll need to fill in the
* correct values from the MOJOSHADER_constant data into the appropriate
* parts of the array, overriding the constant register file. Fun!
Jul 31, 2008
Jul 31, 2008
95
96
97
98
* (constant) says whether this is a constant array; these need to be loaded
* once at creation time, from the constant list and not ever updated from
* the constant register file. This is a workaround for limitations in some
* profiles.
Apr 25, 2008
Apr 25, 2008
99
100
* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
Apr 4, 2008
Apr 4, 2008
101
*/
Apr 4, 2008
Apr 4, 2008
102
103
typedef struct
{
Apr 4, 2008
Apr 4, 2008
104
MOJOSHADER_uniformType type;
Apr 5, 2008
Apr 5, 2008
105
int index;
May 5, 2008
May 5, 2008
106
int array_count;
Jul 31, 2008
Jul 31, 2008
107
int constant;
Apr 25, 2008
Apr 25, 2008
108
const char *name;
Apr 4, 2008
Apr 4, 2008
109
110
} MOJOSHADER_uniform;
May 3, 2008
May 3, 2008
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
/*
* These are the constants defined in a shader. These are data values
* hardcoded in a shader (with the DEF, DEFI, DEFB instructions), which
* override your Uniforms. This data is largely for informational purposes,
* since they are compiled in and can't be changed, like Uniforms can be.
* These integers are register indexes. So if index==6 and
* type==MOJOSHADER_UNIFORM_FLOAT, that means we'd expect a 4-float vector
* to be specified for what would be register "c6" in D3D assembly language,
* before drawing with the shader.
* (value) is the value of the constant, unioned by type.
*/
typedef struct
{
MOJOSHADER_uniformType type;
int index;
union
{
float f[4]; /* if type==MOJOSHADER_UNIFORM_FLOAT */
int i[4]; /* if type==MOJOSHADER_UNIFORM_INT */
int b; /* if type==MOJOSHADER_UNIFORM_BOOL */
} value;
} MOJOSHADER_constant;
Apr 19, 2008
Apr 19, 2008
134
135
136
137
138
/*
* Data types for samplers. See MOJOSHADER_sampler for more information.
*/
typedef enum
{
Apr 28, 2008
Apr 28, 2008
139
MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
Apr 19, 2008
Apr 19, 2008
140
141
142
143
144
145
146
147
148
149
150
151
MOJOSHADER_SAMPLER_2D,
MOJOSHADER_SAMPLER_CUBE,
MOJOSHADER_SAMPLER_VOLUME,
} MOJOSHADER_samplerType;
/*
* These are the samplers to be set for a shader. ...
* IDirect3DDevice::SetTexture() would need this data, for example.
* These integers are the sampler "stage". So if index==6 and
* type==MOJOSHADER_SAMPLER_2D, that means we'd expect a regular 2D texture
* to be specified for what would be register "s6" in D3D assembly language,
* before drawing with the shader.
Apr 25, 2008
Apr 25, 2008
152
153
* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
Apr 19, 2008
Apr 19, 2008
154
155
156
157
158
*/
typedef struct
{
MOJOSHADER_samplerType type;
int index;
Apr 25, 2008
Apr 25, 2008
159
const char *name;
Apr 19, 2008
Apr 19, 2008
160
161
} MOJOSHADER_sampler;
Apr 5, 2008
Apr 5, 2008
162
163
164
165
166
/*
* Data types for attributes. See MOJOSHADER_attribute for more information.
*/
typedef enum
{
Apr 28, 2008
Apr 28, 2008
167
MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
Apr 19, 2008
Apr 19, 2008
168
169
170
171
172
173
174
175
176
177
178
179
180
181
MOJOSHADER_USAGE_POSITION,
MOJOSHADER_USAGE_BLENDWEIGHT,
MOJOSHADER_USAGE_BLENDINDICES,
MOJOSHADER_USAGE_NORMAL,
MOJOSHADER_USAGE_POINTSIZE,
MOJOSHADER_USAGE_TEXCOORD,
MOJOSHADER_USAGE_TANGENT,
MOJOSHADER_USAGE_BINORMAL,
MOJOSHADER_USAGE_TESSFACTOR,
MOJOSHADER_USAGE_POSITIONT,
MOJOSHADER_USAGE_COLOR,
MOJOSHADER_USAGE_FOG,
MOJOSHADER_USAGE_DEPTH,
MOJOSHADER_USAGE_SAMPLE,
Apr 28, 2008
Apr 28, 2008
182
MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */
Apr 5, 2008
Apr 5, 2008
183
184
185
186
187
188
189
190
191
192
} MOJOSHADER_usage;
/*
* These are the attributes to be set for a shader. "Attributes" are what
* Direct3D calls "Vertex Declarations Usages" ...
* IDirect3DDevice::CreateVertexDeclaration() would need this data, for
* example. Each attribute is associated with an array of data that uses one
* element per-vertex. So if usage==MOJOSHADER_USAGE_COLOR and index==1, that
* means we'd expect a secondary color array to be bound to this shader
* before drawing.
Apr 25, 2008
Apr 25, 2008
193
194
* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
Apr 5, 2008
Apr 5, 2008
195
196
197
198
199
*/
typedef struct
{
MOJOSHADER_usage usage;
int index;
Apr 25, 2008
Apr 25, 2008
200
const char *name;
Apr 5, 2008
Apr 5, 2008
201
} MOJOSHADER_attribute;
Mar 28, 2008
Mar 28, 2008
202
203
204
205
206
207
208
209
210
211
212
213
214
/*
* Structure used to return data from parsing of a shader...
*/
typedef struct
{
/*
* Human-readable error, if there is one. Will be NULL if there was no
* error. The string will be UTF-8 encoded, and English only. Most of
* these shouldn't be shown to the end-user anyhow.
*/
const char *error;
Apr 23, 2008
Apr 23, 2008
215
216
217
218
219
/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
Mar 28, 2008
Mar 28, 2008
220
221
222
223
224
225
226
227
228
/*
* Bytes of output from parsing. Most profiles produce a string of source
* code, but profiles that do binary output may not be text at all.
* Will be NULL on error.
*/
const char *output;
/*
* Byte count for output, not counting any null terminator. Most profiles
Apr 6, 2008
Apr 6, 2008
229
230
231
* produce an ASCII string of source code (which will be null-terminated
* even though that null char isn't included in output_len), but profiles
* that do binary output may not be text at all. Will be 0 on error.
Mar 28, 2008
Mar 28, 2008
232
233
234
235
*/
int output_len;
/*
Jun 3, 2008
Jun 3, 2008
236
* Count of Direct3D instruction slots used. This is meaningless in terms
Mar 28, 2008
Mar 28, 2008
237
238
* of the actual output, as the profile will probably grow or reduce
* the count (or for high-level languages, not have that information at
Jun 3, 2008
Jun 3, 2008
239
240
241
242
* all). Also, as with Microsoft's own assembler, this value is just a
* rough estimate, as unpredicable real-world factors make the actual
* value vary at least a little from this count. Still, it can give you
* a rough idea of the size of your shader. Will be zero on error.
Mar 28, 2008
Mar 28, 2008
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
*/
int instruction_count;
/*
* The type of shader we parsed. Will be MOJOSHADER_TYPE_UNKNOWN on error.
*/
MOJOSHADER_shaderType shader_type;
/*
* The shader's major version. If this was a "vs_3_0", this would be 3.
*/
int major_ver;
/*
* The shader's minor version. If this was a "ps_1_4", this would be 4.
* Two notes: for "vs_2_x", this is 1, and for "vs_3_sw", this is 255.
*/
int minor_ver;
Apr 4, 2008
Apr 4, 2008
262
263
264
265
266
267
/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
Apr 4, 2008
Apr 4, 2008
268
269
* (uniform_count) elements of data that specify Uniforms to be set for
* this shader. See discussion on MOJOSHADER_uniform for details.
Apr 19, 2008
Apr 19, 2008
270
* This can be NULL on error or if (uniform_count) is zero.
Apr 4, 2008
Apr 4, 2008
271
272
273
*/
MOJOSHADER_uniform *uniforms;
May 3, 2008
May 3, 2008
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
/*
* The number of elements pointed to by (constants).
*/
int constant_count;
/*
* (constant_count) elements of data that specify constants used in
* this shader. See discussion on MOJOSHADER_constant for details.
* This can be NULL on error or if (constant_count) is zero.
* This is largely informational: constants are hardcoded into a shader.
* The constants that you can set like parameters are in the "uniforms"
* list.
*/
MOJOSHADER_constant *constants;
Apr 19, 2008
Apr 19, 2008
289
290
291
292
293
294
295
296
297
298
299
300
/*
* The number of elements pointed to by (samplers).
*/
int sampler_count;
/*
* (sampler_count) elements of data that specify Samplers to be set for
* this shader. See discussion on MOJOSHADER_sampler for details.
* This can be NULL on error or if (sampler_count) is zero.
*/
MOJOSHADER_sampler *samplers;
Apr 5, 2008
Apr 5, 2008
301
302
303
304
305
306
307
308
/*
* The number of elements pointed to by (attributes).
*/
int attribute_count;
/*
* (attribute_count) elements of data that specify Attributes to be set
* for this shader. See discussion on MOJOSHADER_attribute for details.
Apr 19, 2008
Apr 19, 2008
309
* This can be NULL on error or if (attribute_count) is zero.
Apr 5, 2008
Apr 5, 2008
310
311
312
*/
MOJOSHADER_attribute *attributes;
Mar 28, 2008
Mar 28, 2008
313
314
315
316
317
318
319
320
321
/*
* This is the malloc implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_malloc malloc;
/*
* This is the free implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_free free;
Apr 4, 2008
Apr 4, 2008
322
323
324
325
326
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
Mar 28, 2008
Mar 28, 2008
327
328
329
330
331
332
333
334
} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
Apr 6, 2008
Apr 6, 2008
335
336
337
338
339
/*
* Profile string for passthrough of the original bytecode, unchanged.
*/
#define MOJOSHADER_PROFILE_PASSTHROUGH "passthrough"
Mar 28, 2008
Mar 28, 2008
340
341
342
343
344
/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
Jun 29, 2008
Jun 29, 2008
345
346
347
348
349
/*
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
*/
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
May 25, 2008
May 25, 2008
350
351
352
353
354
/*
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
*/
#define MOJOSHADER_PROFILE_ARB1 "arb1"
Jun 18, 2008
Jun 18, 2008
355
356
357
358
359
360
361
362
363
364
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 2.0 extensions:
* GL_NV_vertex_program2_option and GL_NV_fragment_program2
*/
#define MOJOSHADER_PROFILE_NV2 "nv2"
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 3.0 extensions:
* GL_NV_vertex_program3 and GL_NV_fragment_program2
*/
Jul 3, 2008
Jul 3, 2008
365
#define MOJOSHADER_PROFILE_NV3 "nv3"
Jun 18, 2008
Jun 18, 2008
366
367
368
369
370
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
* NV_gpu_program4
*/
Jul 7, 2008
Jul 7, 2008
371
#define MOJOSHADER_PROFILE_NV4 "nv4"
Jun 18, 2008
Jun 18, 2008
372
Apr 4, 2008
Apr 4, 2008
373
Mar 28, 2008
Mar 28, 2008
374
375
376
377
378
379
380
381
382
383
384
385
386
387
/*
* Parse a compiled Direct3D shader's bytecode.
*
* This is your primary entry point into MojoShader. You need to pass it
* a compiled D3D shader and tell it which "profile" you want to use to
* convert it into useful data.
*
* The available profiles are the set of MOJOSHADER_PROFILE_* defines.
* Note that MojoShader may be built without support for all listed
* profiles (in which case using one here will return with an error).
*
* As parsing requires some memory to be allocated, you may provide a custom
* allocator to this function, which will be used to allocate/free memory.
* They function just like malloc() and free(). We do not use realloc().
Apr 4, 2008
Apr 4, 2008
388
389
390
* If you don't care, pass NULL in for the allocator functions. If your
* allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
Mar 28, 2008
Mar 28, 2008
391
*
Apr 4, 2008
Apr 4, 2008
392
* This function returns a MOJOSHADER_parseData.
Mar 28, 2008
Mar 28, 2008
393
394
395
396
397
398
*
* This function will never return NULL, even if the system is completely
* out of memory upon entry (in which case, this function returns a static
* MOJOSHADER_parseData object, which is still safe to pass to
* MOJOSHADER_freeParseData()).
*
Apr 23, 2008
Apr 23, 2008
399
* This function is thread safe, so long as (m) and (f) are too, and that
Mar 28, 2008
Mar 28, 2008
400
401
402
403
404
405
406
* (tokenbuf) remains intact for the duration of the call. This allows you
* to parse several shaders on separate CPU cores at the same time.
*/
const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
const unsigned char *tokenbuf,
const unsigned int bufsize,
MOJOSHADER_malloc m,
Apr 4, 2008
Apr 4, 2008
407
408
MOJOSHADER_free f,
void *d);
Mar 28, 2008
Mar 28, 2008
409
410
411
412
413
414
415
416
417
418
419
/*
* Call this to dispose of parsing results when you are done with them.
* This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_parse multiple times, if you provided one.
* Passing a NULL here is a safe no-op.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_parse() is, too.
*/
void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
Feb 10, 2008
Feb 10, 2008
420
Apr 26, 2008
Apr 26, 2008
421
Apr 27, 2008
Apr 27, 2008
422
423
424
425
/* OpenGL interface... */
Apr 28, 2008
Apr 28, 2008
426
427
428
429
430
431
432
433
434
435
436
437
438
439
/*
* "Contexts" map to OpenGL contexts...you need one per window, or whatever,
* and need to inform MojoShader when you make a new one current.
*
* "Shaders" refer to individual vertex or pixel programs, and are created
* by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
* "linked" into a "Program" before you can use them to render.
*
* To the calling application, these are all opaque handles.
*/
typedef struct MOJOSHADER_glContext MOJOSHADER_glContext;
typedef struct MOJOSHADER_glShader MOJOSHADER_glShader;
typedef struct MOJOSHADER_glProgram MOJOSHADER_glProgram;
Apr 30, 2008
Apr 30, 2008
440
441
/*
Jul 3, 2008
Jul 3, 2008
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
* Get a list of available profiles. This will fill in the array (profs)
* with up to (size) pointers of profiles that the current system can handle;
* that is, the profiles are built into MojoShader and the OpenGL extensions
* required for them exist at runtime. This function returns the number of
* available profiles, which may be more, less, or equal to (size).
*
* If there are more than (size) profiles, the (profs) buffer will not
* overflow. You can check the return value for the total number of
* available profiles, allocate more space, and try again if necessary.
* Calling this function with (size) == 0 is legal.
*
* You can only call this AFTER you have successfully built your GL context
* and made it current. This function will lookup the GL functions it needs
* through the callback you supply. The lookup function is neither stored nor
* used by MojoShader after this function returns, nor are the functions it
* might look up.
*
* You should not free any strings returned from this function; they are
* pointers to internal, probably static, memory.
Apr 30, 2008
Apr 30, 2008
461
*
Jul 3, 2008
Jul 3, 2008
462
463
464
465
466
467
468
469
470
471
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
*/
int MOJOSHADER_glAvailableProfiles(void *(*lookup)(const char *fnname),
const char **profs, const int size);
/*
* Determine the best profile to use for the current system.
Apr 30, 2008
Apr 30, 2008
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
*
* You can only call this AFTER you have successfully built your GL context
* and made it current. This function will lookup the GL functions it needs
* through the callback you supply. The lookup function is neither stored nor
* used by MojoShader after this function returns, nor are the functions it
* might look up.
*
* Returns the name of the "best" profile on success, NULL if none of the
* available profiles will work on this system. "Best" is a relative term,
* but it generally means the best trade off between feature set and
* performance. The selection algorithm may be arbitrary and complex.
*
* The returned value is an internal static string, and should not be free()'d
* by the caller. If you get a NULL, calling MOJOSHADER_glGetError() might
* shed some light on why.
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
*/
const char *MOJOSHADER_glBestProfile(void *(*lookup)(const char *fnname));
Apr 26, 2008
Apr 26, 2008
495
496
497
498
499
500
501
502
/*
* Prepare MojoShader to manage OpenGL shaders.
*
* You do not need to call this if all you want is MOJOSHADER_parse().
*
* You must call this once AFTER you have successfully built your GL context
* and made it current. This function will lookup the GL functions it needs
* through the callback you supply, after which it may call them at any time
Apr 28, 2008
Apr 28, 2008
503
504
* up until you call MOJOSHADER_glDestroyContext(). The lookup function is
* neither stored nor used by MojoShader after this function returns.
Apr 26, 2008
Apr 26, 2008
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
*
* (profile) is an OpenGL-specific MojoShader profile, which decides how
* Direct3D bytecode shaders get turned into OpenGL programs, and how they
* are fed to the GL.
*
* (lookup) is a callback that is used to load GL entry points. This callback
* has to look up base GL functions and extension entry points.
*
* As MojoShader requires some memory to be allocated, you may provide a
* custom allocator to this function, which will be used to allocate/free
* memory. They function just like malloc() and free(). We do not use
* realloc(). If you don't care, pass NULL in for the allocator functions.
* If your allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
*
Apr 28, 2008
Apr 28, 2008
520
521
522
* Returns a new context on success, NULL on error. If you get a new context,
* you need to make it current before using it with
* MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
523
524
525
526
527
528
*
* This call is NOT thread safe! It must return success before you may call
* any other MOJOSHADER_gl* function. Also, as most OpenGL implementations
* are not thread safe, you should probably only call this from the same
* thread that created the GL context.
*/
Apr 28, 2008
Apr 28, 2008
529
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
Apr 28, 2008
Apr 28, 2008
530
531
532
533
534
535
void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d);
/*
* You must call this before using the context that you got from
Apr 28, 2008
Apr 28, 2008
536
537
* MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
* context.
Apr 28, 2008
Apr 28, 2008
538
539
540
541
542
543
544
545
*
* You can only have one MOJOSHADER_glContext per actual GL context, or
* undefined behaviour will result.
*
* It is legal to call this with a NULL pointer to make no context current,
* but you need a valid context to be current to use most of MojoShader.
*/
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *ctx);
Apr 26, 2008
Apr 26, 2008
546
Apr 27, 2008
Apr 27, 2008
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
/*
* Get any error state we might have picked up. MojoShader will NOT call
* glGetError() internally, but there are other errors we can pick up,
* such as failed shader compilation, etc.
*
* Returns a human-readable string. This string is for debugging purposes, and
* not guaranteed to be localized, coherent, or user-friendly in any way.
* It's for programmers!
*
* The latest error may remain between calls. New errors replace any existing
* error. Don't check this string for a sign that an error happened, check
* return codes instead and use this for explanation when debugging.
*
* Do not free the returned string: it's a pointer to a static internal
* buffer. Do not keep the pointer around, either, as it's likely to become
* invalid as soon as you call into MojoShader again.
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 26, 2008
Apr 26, 2008
567
*
Apr 28, 2008
Apr 28, 2008
568
569
* This call does NOT require a valid MOJOSHADER_glContext to have been made
* current. The error buffer is shared between contexts, so you can get
Apr 28, 2008
Apr 28, 2008
570
* error results from a failed MOJOSHADER_glCreateContext().
Apr 26, 2008
Apr 26, 2008
571
*/
Apr 28, 2008
Apr 28, 2008
572
const char *MOJOSHADER_glGetError(void);
Apr 26, 2008
Apr 26, 2008
573
May 3, 2008
May 3, 2008
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
/*
* Get the maximum uniforms a shader can support for the current GL context,
* MojoShader profile, and shader type. You can use this to make decisions
* about what shaders you want to use (for example, a less complicated
* shader may be swapped in for lower-end systems).
*
* Returns the number, or -1 on error.
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*/
int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type);
Apr 26, 2008
Apr 26, 2008
591
592
593
594
595
596
597
598
/*
* Compile a buffer of Direct3D shader bytecode into an OpenGL shader.
* You still need to link the shader before you may render with it.
*
* (tokenbuf) is a buffer of Direct3D shader bytecode.
* (bufsize) is the size, in bytes, of the bytecode buffer.
*
* Returns NULL on error, or a shader handle on success.
Apr 27, 2008
Apr 27, 2008
599
600
601
602
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
603
604
605
606
607
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*
* Compiled shaders from this function may not be shared between contexts.
Apr 26, 2008
Apr 26, 2008
608
*/
Apr 26, 2008
Apr 26, 2008
609
610
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize);
Apr 26, 2008
Apr 26, 2008
611
Apr 29, 2008
Apr 29, 2008
612
613
614
615
616
617
618
619
620
621
/*
* Get the MOJOSHADER_parseData structure that was produced from the
* call to MOJOSHADER_glCompileShader().
*
* This data is read-only, and you should NOT attempt to free it. This
* pointer remains valid until the shader is deleted.
*/
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
MOJOSHADER_glShader *shader);
Apr 26, 2008
Apr 26, 2008
622
/*
Apr 26, 2008
Apr 26, 2008
623
624
625
626
627
* Link a vertex and pixel shader into an OpenGL program.
* (vshader) or (pshader) can be NULL, to specify that the GL should use the
* fixed-function pipeline instead of the programmable pipeline for that
* portion of the work. You can reuse shaders in various combinations across
* multiple programs, by relinking different pairs.
Apr 26, 2008
Apr 26, 2008
628
*
Apr 26, 2008
Apr 26, 2008
629
630
* It is illegal to give a vertex shader for (pshader) or a pixel shader
* for (vshader).
Apr 26, 2008
Apr 26, 2008
631
632
633
634
*
* Once you have successfully linked a program, you may render with it.
*
* Returns NULL on error, or a program handle on success.
Apr 27, 2008
Apr 27, 2008
635
636
637
638
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
639
640
641
642
643
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*
* Linked programs from this function may not be shared between contexts.
Apr 26, 2008
Apr 26, 2008
644
*/
Apr 26, 2008
Apr 26, 2008
645
646
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader);
Apr 26, 2008
Apr 26, 2008
647
648
649
650
651
652
653
654
655
656
657
658
659
660
/*
* This binds the program (using, for example, glUseProgramObjectARB()), and
* disables all the client-side arrays so we can reset them with new values
* if appropriate.
*
* Call with NULL to disable the programmable pipeline and all enabled
* client-side arrays.
*
* After binding a program, you should update any uniforms you care about
* with MOJOSHADER_glSetVertexShaderUniformF() (etc), set any vertex arrays
* you want to use with MOJOSHADER_glSetVertexAttribute(), and finally call
* MOJOSHADER_glProgramReady() to commit everything to the GL. Then you may
* begin drawing through standard GL entry points.
Apr 27, 2008
Apr 27, 2008
661
662
663
664
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
665
666
667
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
*/
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
/*
* Set a floating-point uniform value (what Direct3D calls a "constant").
*
* There is a single array of 4-float "registers" shared by all vertex shaders.
* This is the "c" register file in Direct3D (c0, c1, c2, etc...)
* MojoShader will take care of synchronizing this internal array with the
* appropriate variables in the GL shaders.
*
* (idx) is the index into the internal array: 0 is the first four floats,
* 1 is the next four, etc.
* (data) is a pointer to (vec4count*4) floats.
Apr 27, 2008
Apr 27, 2008
683
684
685
686
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
687
688
689
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
690
691
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
*/
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4count);
/*
* Set an integer uniform value (what Direct3D calls a "constant").
*
* There is a single array of 4-int "registers" shared by all vertex shaders.
* This is the "i" register file in Direct3D (i0, i1, i2, etc...)
* MojoShader will take care of synchronizing this internal array with the
* appropriate variables in the GL shaders.
*
* (idx) is the index into the internal array: 0 is the first four ints,
* 1 is the next four, etc.
* (data) is a pointer to (ivec4count*4) ints.
Apr 27, 2008
Apr 27, 2008
707
708
709
710
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
711
712
713
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
714
715
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
*/
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4count);
/*
* Set a boolean uniform value (what Direct3D calls a "constant").
*
* There is a single array of "registers" shared by all vertex shaders.
* This is the "b" register file in Direct3D (b0, b1, b2, etc...)
* MojoShader will take care of synchronizing this internal array with the
* appropriate variables in the GL shaders.
*
* Unlike the float and int counterparts, booleans are single values, not
* four-element vectors...so idx==1 is the second boolean in the internal
* array, not the fifth.
*
* Non-zero values are considered "true" and zero is considered "false".
*
* (idx) is the index into the internal array.
* (data) is a pointer to (bcount) ints.
Apr 27, 2008
Apr 27, 2008
736
737
738
739
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
740
741
742
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
743
744
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
745
746
747
748
*/
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount);
Apr 26, 2008
Apr 26, 2008
749
750
751
752
/*
* The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel
* shaders. Other than using a different internal array that is specific
* to pixel shaders, this functions just like its vertex array equivalent.
Apr 27, 2008
Apr 27, 2008
753
754
755
756
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
757
758
759
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
760
761
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
762
763
764
765
766
767
768
769
*/
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4count);
/*
* The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel
* shaders. Other than using a different internal array that is specific
* to pixel shaders, this functions just like its vertex array equivalent.
Apr 27, 2008
Apr 27, 2008
770
771
772
773
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
774
775
776
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
777
778
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
779
780
781
782
783
784
785
786
*/
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4count);
/*
* The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel
* shaders. Other than using a different internal array that is specific
* to pixel shaders, this functions just like its vertex array equivalent.
Apr 27, 2008
Apr 27, 2008
787
788
789
790
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
791
792
793
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 28, 2008
Apr 28, 2008
794
795
*
* Uniforms are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
796
797
798
*/
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount);
Apr 26, 2008
Apr 26, 2008
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
/*
* Connect a client-side array to the currently-bound program.
*
* (usage) and (index) map to Direct3D vertex declaration values: COLOR1 would
* be MOJOSHADER_USAGE_COLOR and 1.
*
* The caller should bind VBOs before this call and treat (ptr) as an offset,
* if appropriate.
*
* MojoShader will figure out where to plug this stream into the
* currently-bound program, and enable the appropriate client-side array.
*
* (size), (type), (normalized), (stride), and (ptr) correspond to
* glVertexAttribPointer()'s parameters (in most cases, these get passed
* unmolested to that very entry point during this function).
Apr 27, 2008
Apr 27, 2008
815
816
817
818
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
819
820
821
822
823
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
*
* Vertex attributes are not shared between contexts.
Apr 26, 2008
Apr 26, 2008
824
825
826
827
828
829
830
831
832
833
834
835
*/
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr);
/*
* Inform MojoShader that it should commit any pending state to the GL. This
* must be called after you bind a program and update any inputs, right
* before you start drawing, so any outstanding changes made to the shared
* constants array (etc) can propagate to the shader during this call.
Apr 27, 2008
Apr 27, 2008
836
837
838
839
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
840
841
842
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
843
844
845
846
847
848
849
*/
void MOJOSHADER_glProgramReady(void);
/*
* Free the resources of a linked program. This will delete the GL object
* and free memory.
*
Apr 26, 2008
Apr 26, 2008
850
851
* If the program is currently bound by MOJOSHADER_glBindProgram(), it will
* be deleted as soon as it becomes unbound.
Apr 27, 2008
Apr 27, 2008
852
853
854
855
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
856
857
858
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
859
*/
Apr 26, 2008
Apr 26, 2008
860
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program);
Apr 26, 2008
Apr 26, 2008
861
862
863
864
865
/*
* Free the resources of a compiled shader. This will delete the GL object
* and free memory.
*
Apr 26, 2008
Apr 26, 2008
866
867
* If the shader is currently referenced by a linked program, it will
* be deleted as soon as all referencing programs are deleted, too.
Apr 27, 2008
Apr 27, 2008
868
869
870
871
*
* This call is NOT thread safe! As most OpenGL implementations are not thread
* safe, you should probably only call this from the same thread that created
* the GL context.
Apr 28, 2008
Apr 28, 2008
872
873
874
*
* This call requires a valid MOJOSHADER_glContext to have been made current,
* or it will crash your program. See MOJOSHADER_glMakeContextCurrent().
Apr 26, 2008
Apr 26, 2008
875
*/
Apr 26, 2008
Apr 26, 2008
876
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader);
Apr 26, 2008
Apr 26, 2008
877
878
879
880
/*
* Deinitialize MojoShader's OpenGL shader management.
*
Apr 28, 2008
Apr 28, 2008
881
882
883
884
* You must call this once, while your GL context (not MojoShader context) is
* still current, if you previously had a successful call to
* MOJOSHADER_glCreateContext(). This should be the last MOJOSHADER_gl*
* function you call until you've prepared a context again.
Apr 26, 2008
Apr 26, 2008
885
886
887
888
889
890
891
*
* This will clean up resources previously allocated, and may call into the GL.
*
* This will not clean up shaders and programs you created! Please call
* MOJOSHADER_glDeleteShader() and MOJOSHADER_glDeleteProgram() to clean
* those up before calling this function!
*
Apr 28, 2008
Apr 28, 2008
892
893
894
* This function destroys the MOJOSHADER_glContext you pass it. If it's the
* current context, then no context will be current upon return.
*
Apr 26, 2008
Apr 26, 2008
895
896
897
898
899
* This call is NOT thread safe! There must not be any other MOJOSHADER_gl*
* functions running when this is called. Also, as most OpenGL implementations
* are not thread safe, you should probably only call this from the same
* thread that created the GL context.
*/
Apr 28, 2008
Apr 28, 2008
900
void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);
Apr 26, 2008
Apr 26, 2008
901
Feb 10, 2008
Feb 10, 2008
902
903
904
905
906
907
#ifdef __cplusplus
}
#endif
#endif /* include-once blocker. */
Mar 22, 2008
Mar 22, 2008
908
/* end of mojoshader.h ... */