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mojoshader.h

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2833 lines (2531 loc) · 101 KB
 
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/**
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* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
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*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
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#ifndef _INCL_MOJOSHADER_H_
#define _INCL_MOJOSHADER_H_
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#ifdef __cplusplus
extern "C" {
#endif
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/* You can define this if you aren't generating mojoshader_version.h */
#ifndef MOJOSHADER_NO_VERSION_INCLUDE
#include "mojoshader_version.h"
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#endif
#ifndef MOJOSHADER_VERSION
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#define MOJOSHADER_VERSION -1
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#endif
#ifndef MOJOSHADER_CHANGESET
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#define MOJOSHADER_CHANGESET "???"
#endif
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/*
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* 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.
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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 changeset of MojoShader you are using:
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* const char *compiled_against = MOJOSHADER_CHANGESET;
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* const char *linked_against = MOJOSHADER_changeset();
*
* The version is an arbitrary, null-terminated ASCII string. It is probably
* a hash that represents a revision control changeset, and can't be
* compared to any other string to determine chronology.
*
* Do not attempt to free this string; it's statically allocated.
*/
const char *MOJOSHADER_changeset(void);
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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
* 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
* callbacks, in case you need instance-specific data...it is passed through
* 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);
typedef void (*MOJOSHADER_free)(void *ptr, void *data);
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/*
* 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;
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/*
* Data types for vertex attribute streams.
*/
typedef enum
{
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MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
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MOJOSHADER_ATTRIBUTE_BYTE,
MOJOSHADER_ATTRIBUTE_UBYTE,
MOJOSHADER_ATTRIBUTE_SHORT,
MOJOSHADER_ATTRIBUTE_USHORT,
MOJOSHADER_ATTRIBUTE_INT,
MOJOSHADER_ATTRIBUTE_UINT,
MOJOSHADER_ATTRIBUTE_FLOAT,
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MOJOSHADER_ATTRIBUTE_DOUBLE,
MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
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} MOJOSHADER_attributeType;
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/*
* Data types for uniforms. See MOJOSHADER_uniform for more information.
*/
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typedef enum
{
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MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
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MOJOSHADER_UNIFORM_FLOAT,
MOJOSHADER_UNIFORM_INT,
MOJOSHADER_UNIFORM_BOOL,
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} MOJOSHADER_uniformType;
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/*
* 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.
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* (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!
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* (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.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* 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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/*
* 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.
*/
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typedef struct MOJOSHADER_constant
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{
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;
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/*
* Data types for samplers. See MOJOSHADER_sampler for more information.
*/
typedef enum
{
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MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
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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.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_sampler
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{
MOJOSHADER_samplerType type;
int index;
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const char *name;
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} MOJOSHADER_sampler;
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/*
* Data types for attributes. See MOJOSHADER_attribute for more information.
*/
typedef enum
{
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MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
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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,
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MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */
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} 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.
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* (name) is a profile-specific variable name; it may be NULL if it isn't
* applicable to the requested profile.
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*/
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typedef struct MOJOSHADER_attribute
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{
MOJOSHADER_usage usage;
int index;
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const char *name;
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} MOJOSHADER_attribute;
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/*
* Use this if you want to specify newly-parsed code to swizzle incoming
* data. This can be useful if you know, at parse time, that a shader
* will be processing data on COLOR0 that should be RGBA, but you'll
* be passing it a vertex array full of ARGB instead.
*/
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typedef struct MOJOSHADER_swizzle
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{
MOJOSHADER_usage usage;
unsigned int index;
unsigned char swizzles[4]; /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
} MOJOSHADER_swizzle;
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/*
* MOJOSHADER_symbol data.
*
* These are used to expose high-level information in shader bytecode.
* They associate HLSL variables with registers. This data is used for both
* debugging and optimization.
*/
typedef enum
{
MOJOSHADER_SYMREGSET_BOOL,
MOJOSHADER_SYMREGSET_INT4,
MOJOSHADER_SYMREGSET_FLOAT4,
MOJOSHADER_SYMREGSET_SAMPLER,
} MOJOSHADER_symbolRegisterSet;
typedef enum
{
MOJOSHADER_SYMCLASS_SCALAR,
MOJOSHADER_SYMCLASS_VECTOR,
MOJOSHADER_SYMCLASS_MATRIX_ROWS,
MOJOSHADER_SYMCLASS_MATRIX_COLUMNS,
MOJOSHADER_SYMCLASS_OBJECT,
MOJOSHADER_SYMCLASS_STRUCT,
} MOJOSHADER_symbolClass;
typedef enum
{
MOJOSHADER_SYMTYPE_VOID,
MOJOSHADER_SYMTYPE_BOOL,
MOJOSHADER_SYMTYPE_INT,
MOJOSHADER_SYMTYPE_FLOAT,
MOJOSHADER_SYMTYPE_STRING,
MOJOSHADER_SYMTYPE_TEXTURE,
MOJOSHADER_SYMTYPE_TEXTURE1D,
MOJOSHADER_SYMTYPE_TEXTURE2D,
MOJOSHADER_SYMTYPE_TEXTURE3D,
MOJOSHADER_SYMTYPE_TEXTURECUBE,
MOJOSHADER_SYMTYPE_SAMPLER,
MOJOSHADER_SYMTYPE_SAMPLER1D,
MOJOSHADER_SYMTYPE_SAMPLER2D,
MOJOSHADER_SYMTYPE_SAMPLER3D,
MOJOSHADER_SYMTYPE_SAMPLERCUBE,
MOJOSHADER_SYMTYPE_PIXELSHADER,
MOJOSHADER_SYMTYPE_VERTEXSHADER,
MOJOSHADER_SYMTYPE_PIXELFRAGMENT,
MOJOSHADER_SYMTYPE_VERTEXFRAGMENT,
MOJOSHADER_SYMTYPE_UNSUPPORTED,
} MOJOSHADER_symbolType;
typedef struct MOJOSHADER_symbolStructMember MOJOSHADER_symbolStructMember;
typedef struct MOJOSHADER_symbolTypeInfo
{
MOJOSHADER_symbolClass parameter_class;
MOJOSHADER_symbolType parameter_type;
unsigned int rows;
unsigned int columns;
unsigned int elements;
unsigned int member_count;
MOJOSHADER_symbolStructMember *members;
} MOJOSHADER_symbolTypeInfo;
struct MOJOSHADER_symbolStructMember
{
const char *name;
MOJOSHADER_symbolTypeInfo info;
};
typedef struct MOJOSHADER_symbol
{
const char *name;
MOJOSHADER_symbolRegisterSet register_set;
unsigned int register_index;
unsigned int register_count;
MOJOSHADER_symbolTypeInfo info;
void *default_value;
} MOJOSHADER_symbol;
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/*
* These are used with MOJOSHADER_error as special case positions.
*/
#define MOJOSHADER_POSITION_NONE (-3)
#define MOJOSHADER_POSITION_BEFORE (-2)
#define MOJOSHADER_POSITION_AFTER (-1)
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typedef struct MOJOSHADER_error
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{
/*
* 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;
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/*
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* Filename where error happened. This can be NULL if the information
* isn't available.
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*/
const char *filename;
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/*
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* Position of error, if there is one. Will be MOJOSHADER_POSITION_NONE if
* there was no error, MOJOSHADER_POSITION_BEFORE if there was an error
* before processing started, and MOJOSHADER_POSITION_AFTER if there was
* an error during final processing. If >= 0, MOJOSHADER_parse() sets
* this to the byte offset (starting at zero) into the bytecode you
* supplied, and MOJOSHADER_assemble(), MOJOSHADER_parseAst(), and
* MOJOSHADER_compile() sets this to a a line number in the source code
* you supplied (starting at one).
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*/
int error_position;
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} MOJOSHADER_error;
/*
* Structure used to return data from parsing of a shader...
*/
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_parseData
{
/*
* The number of elements pointed to by (errors).
*/
int error_count;
/*
* (error_count) elements of data that specify errors that were generated
* by parsing this shader.
* This can be NULL if there were no errors or if (error_count) is zero.
*/
MOJOSHADER_error *errors;
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/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
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/*
* 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
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* 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.
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*/
int output_len;
/*
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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
* 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
* 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.
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*/
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;
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/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
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* (uniform_count) elements of data that specify Uniforms to be set for
* 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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*/
MOJOSHADER_uniform *uniforms;
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/*
* 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;
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/*
* 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;
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/*
* 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.
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* This can be NULL on error or if (attribute_count) is zero.
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*/
MOJOSHADER_attribute *attributes;
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/*
* The number of elements pointed to by (swizzles).
*/
int swizzle_count;
/*
* (swizzle_count) elements of data that specify swizzles the shader will
* apply to incoming attributes. This is a copy of what was passed to
* MOJOSHADER_parseData().
* This can be NULL on error or if (swizzle_count) is zero.
*/
MOJOSHADER_swizzle *swizzles;
Dec 20, 2008
Dec 20, 2008
486
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/*
* The number of elements pointed to by (symbols).
*/
int symbol_count;
/*
* (symbol_count) elements of data that specify high-level symbol data
* for the shader. This will be parsed from the CTAB section
* in bytecode, and will be a copy of what you provide to
* MOJOSHADER_assemble(). This data is optional.
* This can be NULL on error or if (symbol_count) is zero.
*/
MOJOSHADER_symbol *symbols;
Mar 28, 2008
Mar 28, 2008
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/*
* 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
509
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/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
Mar 28, 2008
Mar 28, 2008
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} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
Apr 6, 2008
Apr 6, 2008
522
523
524
/*
* Profile string for passthrough of the original bytecode, unchanged.
*/
Dec 7, 2008
Dec 7, 2008
525
#define MOJOSHADER_PROFILE_BYTECODE "bytecode"
Apr 6, 2008
Apr 6, 2008
526
Mar 28, 2008
Mar 28, 2008
527
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531
/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
Jun 29, 2008
Jun 29, 2008
532
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536
/*
* Profile string for GLSL 1.20: minor improvements to base GLSL spec.
*/
#define MOJOSHADER_PROFILE_GLSL120 "glsl120"
May 25, 2008
May 25, 2008
537
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539
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541
/*
* Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
*/
#define MOJOSHADER_PROFILE_ARB1 "arb1"
Jun 18, 2008
Jun 18, 2008
542
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548
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551
/*
* 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
552
#define MOJOSHADER_PROFILE_NV3 "nv3"
Jun 18, 2008
Jun 18, 2008
553
554
555
/*
* Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
Sep 24, 2008
Sep 24, 2008
556
* GL_NV_gpu_program4
Jun 18, 2008
Jun 18, 2008
557
*/
Jul 7, 2008
Jul 7, 2008
558
#define MOJOSHADER_PROFILE_NV4 "nv4"
Jun 18, 2008
Jun 18, 2008
559
Nov 8, 2008
Nov 8, 2008
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/*
* Determine the highest supported Shader Model for a profile.
*/
int MOJOSHADER_maxShaderModel(const char *profile);
Apr 4, 2008
Apr 4, 2008
565
Mar 28, 2008
Mar 28, 2008
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/*
* 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
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582
* 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
583
*
Apr 4, 2008
Apr 4, 2008
584
* This function returns a MOJOSHADER_parseData.
Mar 28, 2008
Mar 28, 2008
585
586
587
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*
* 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()).
*
Aug 26, 2008
Aug 26, 2008
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* You can tell the generated program to swizzle certain inputs. If you know
* that COLOR0 should be RGBA but you're passing in ARGB, you can specify
* a swizzle of { MOJOSHADER_USAGE_COLOR, 0, {1,2,3,0} } to (swiz). If the
* input register in the code would produce reg.ywzx, that swizzle would
* change it to reg.wzxy ... (swiz) can be NULL.
*
Apr 23, 2008
Apr 23, 2008
597
* This function is thread safe, so long as (m) and (f) are too, and that
Mar 28, 2008
Mar 28, 2008
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600
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* (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,
Aug 26, 2008
Aug 26, 2008
604
605
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
Mar 28, 2008
Mar 28, 2008
606
MOJOSHADER_malloc m,
Apr 4, 2008
Apr 4, 2008
607
608
MOJOSHADER_free f,
void *d);
Mar 28, 2008
Mar 28, 2008
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/*
* 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
620
Apr 26, 2008
Apr 26, 2008
621
May 22, 2011
May 22, 2011
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/* Effects interface... */ /* !!! FIXME: THIS API IS NOT STABLE YET! */
typedef struct MOJOSHADER_effectState
{
unsigned int type;
} MOJOSHADER_effectState;
typedef struct MOJOSHADER_effectPass
{
const char *name;
unsigned int state_count;
MOJOSHADER_effectState *states;
} MOJOSHADER_effectPass;
typedef struct MOJOSHADER_effectTechnique
{
const char *name;
unsigned int pass_count;
MOJOSHADER_effectPass *passes;
} MOJOSHADER_effectTechnique;
typedef struct MOJOSHADER_effectTexture
{
unsigned int param;
const char *name;
} MOJOSHADER_effectTexture;
typedef struct MOJOSHADER_effectShader
{
unsigned int technique;
unsigned int pass;
const MOJOSHADER_parseData *shader;
} MOJOSHADER_effectShader;
/*
* Structure used to return data from parsing of an effect file...
*/
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_effect
{
/*
* The number of elements pointed to by (errors).
*/
int error_count;
/*
* (error_count) elements of data that specify errors that were generated
* by parsing this shader.
* This can be NULL if there were no errors or if (error_count) is zero.
*/
MOJOSHADER_error *errors;
/*
* The name of the profile used to parse the shader. Will be NULL on error.
*/
const char *profile;
/*
* The number of elements pointed to by (techniques).
*/
int technique_count;
/*
* (technique_count) elements of data that specify techniques used in
* this effect. Each technique contains a series of passes, and each pass
* specifies state and shaders that affect rendering.
* This can be NULL on error or if (technique_count) is zero.
*/
MOJOSHADER_effectTechnique *techniques;
/*
* The number of elements pointed to by (textures).
*/
int texture_count;
/*
* (texture_count) elements of data that specify textures used in
* this effect.
* This can be NULL on error or if (texture_count) is zero.
*/
MOJOSHADER_effectTexture *textures;
/*
* The number of elements pointed to by (shaders).
*/
int shader_count;
/*
* (shader_count) elements of data that specify shaders used in
* this effect.
* This can be NULL on error or if (shader_count) is zero.
*/
MOJOSHADER_effectShader *shaders;
/*
* This is the malloc implementation you passed to MOJOSHADER_parseEffect().
*/
MOJOSHADER_malloc malloc;
/*
* This is the free implementation you passed to MOJOSHADER_parseEffect().
*/
MOJOSHADER_free free;
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
} MOJOSHADER_effect;
/* !!! FIXME: document me. */
const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
const unsigned char *buf,
const unsigned int _len,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d);
/* !!! FIXME: document me. */
void MOJOSHADER_freeEffect(const MOJOSHADER_effect *effect);
Apr 27, 2008
Apr 27, 2008
746
Feb 9, 2009
Feb 9, 2009
747
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749
750
/* Preprocessor interface... */
/*
* Structure used to pass predefined macros. Maps to D3DXMACRO.
Feb 20, 2009
Feb 20, 2009
751
* You can have macro arguments: set identifier to "a(b, c)" or whatever.
Feb 9, 2009
Feb 9, 2009
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*/
typedef struct MOJOSHADER_preprocessorDefine
{
const char *identifier;
const char *definition;
} MOJOSHADER_preprocessorDefine;
/*
* Used with the MOJOSHADER_includeOpen callback. Maps to D3DXINCLUDE_TYPE.
*/
typedef enum
{
MOJOSHADER_INCLUDETYPE_LOCAL, /* local header: #include "blah.h" */
MOJOSHADER_INCLUDETYPE_SYSTEM /* system header: #include <blah.h> */
} MOJOSHADER_includeType;
/*
* Structure used to return data from preprocessing of a shader...
*/
/* !!! FIXME: most of these ints should be unsigned. */
typedef struct MOJOSHADER_preprocessData
{
/*
* The number of elements pointed to by (errors).
*/
int error_count;
/*
* (error_count) elements of data that specify errors that were generated
* by parsing this shader.
* This can be NULL if there were no errors or if (error_count) is zero.
*/
MOJOSHADER_error *errors;
/*
Feb 12, 2009
Feb 12, 2009
788
* Bytes of output from preprocessing. This is a UTF-8 string. We
Feb 9, 2009
Feb 9, 2009
789
790
791
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795
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799
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807
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811
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813
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815
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* guarantee it to be NULL-terminated. Will be NULL on error.
*/
const char *output;
/*
* Byte count for output, not counting any null terminator.
* Will be 0 on error.
*/
int output_len;
/*
* This is the malloc implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_malloc malloc;
/*
* This is the free implementation you passed to MOJOSHADER_parse().
*/
MOJOSHADER_free free;
/*
* This is the pointer you passed as opaque data for your allocator.
*/
void *malloc_data;
} MOJOSHADER_preprocessData;
/*
* This callback allows an app to handle #include statements for the
* preprocessor. When the preprocessor sees an #include, it will call this
* function to obtain the contents of the requested file. This is optional;
Mar 24, 2009
Mar 24, 2009
820
* the preprocessor will open files directly if no callback is supplied, but
Feb 9, 2009
Feb 9, 2009
821
822
823
824
825
826
827
828
829
830
831
832
833
834
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* this allows an app to retrieve data from something other than the
* traditional filesystem (for example, headers packed in a .zip file or
* headers generated on-the-fly).
*
* This function maps to ID3DXInclude::Open()
*
* (inctype) specifies the type of header we wish to include.
* (fname) specifies the name of the file specified on the #include line.
* (parent) is a string of the entire source file containing the include, in
* its original, not-yet-preprocessed state. Note that this is just the
* contents of the specific file, not all source code that the preprocessor
* has seen through other includes, etc.
* (outdata) will be set by the callback to a pointer to the included file's
* contents. The callback is responsible for allocating this however they
* see fit (we provide allocator functions, but you may ignore them). This
* pointer must remain valid until the includeClose callback runs. This
* string does not need to be NULL-terminated.
* (outbytes) will be set by the callback to the number of bytes pointed to
* by (outdata).
* (m),(f), and (d) are the allocator details that the application passed to
* MojoShader. If these were NULL, MojoShader may have replaced them with its
* own internal allocators.
*
* The callback returns zero on error, non-zero on success.
*
* If you supply an includeOpen callback, you must supply includeClose, too.
*/
typedef int (*MOJOSHADER_includeOpen)(MOJOSHADER_includeType inctype,
const char *fname, const char *parent,
const char **outdata, unsigned int *outbytes,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
* This callback allows an app to clean up the results of a previous
* includeOpen callback.
*
* This function maps to ID3DXInclude::Close()
*
* (data) is the data that was returned from a previous call to includeOpen.
* It is now safe to deallocate this data.
* (m),(f), and (d) are the same allocator details that were passed to your
* includeOpen callback.
*
* If you supply an includeClose callback, you must supply includeOpen, too.
*/
typedef void (*MOJOSHADER_includeClose)(const char *data,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
* This function is optional. Even if you are dealing with shader source
* code, you don't need to explicitly use the preprocessor, as the compiler
* and assembler will use it behind the scenes. In fact, you probably never
* need this function unless you are debugging a custom tool (or debugging
* MojoShader itself).
*
* Preprocessing roughly follows the syntax of an ANSI C preprocessor, as
* Microsoft's Direct3D assembler and HLSL compiler use this syntax. Please
* note that we try to match the output you'd get from Direct3D's
* preprocessor, which has some quirks if you're expecting output that matches
* a generic C preprocessor.
*
* This function maps to D3DXPreprocessShader().
*
Feb 12, 2009
Feb 12, 2009
885
886
887
888
889
890
891
892
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
* actually access this file, as we obtain our data from (source). This
* string is copied when we need to report errors while processing (source),
* as opposed to errors in a file referenced via the #include directive in
* (source). If this is NULL, then errors will report the filename as NULL,
* too.
*
* (source) is an string of UTF-8 text to preprocess. It does not need to be
Feb 9, 2009
Feb 9, 2009
893
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895
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901
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* NULL-terminated.
*
* (sourcelen) is the length of the string pointed to by (source), in bytes.
*
* (defines) points to (define_count) preprocessor definitions, and can be
* NULL. These are treated by the preprocessor as if the source code started
* with one #define for each entry you pass in here.
*
* (include_open) and (include_close) let the app control the preprocessor's
* behaviour for #include statements. Both are optional and can be NULL, but
* both must be specified if either is specified.
*
* This will return a MOJOSHADER_preprocessorData. You should pass this
* return value to MOJOSHADER_freePreprocessData() when you are done with
* it.
*
* This function will never return NULL, even if the system is completely
* out of memory upon entry (in which case, this function returns a static
* MOJOSHADER_preprocessData object, which is still safe to pass to
* MOJOSHADER_freePreprocessData()).
*
* As preprocessing requires some memory to be allocated, you may provide a
* custom allocator to this function, which will be used to allocate/free
* memory. They function just like malloc() and free(). We do not use
* realloc(). If you don't care, pass NULL in for the allocator functions.
* If your allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
*
* This function is thread safe, so long as the various callback functions
* are, too, and that the parameters remains intact for the duration of the
* call. This allows you to preprocess several shaders on separate CPU cores
* at the same time.
*/
Feb 12, 2009
Feb 12, 2009
926
927
const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
const char *source, unsigned int sourcelen,
Feb 19, 2009
Feb 19, 2009
928
const MOJOSHADER_preprocessorDefine *defines,
Feb 9, 2009
Feb 9, 2009
929
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unsigned int define_count,
MOJOSHADER_includeOpen include_open,
MOJOSHADER_includeClose include_close,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
* Call this to dispose of preprocessing results when you are done with them.
* This will call the MOJOSHADER_free function you provided to
* MOJOSHADER_preprocess() multiple times, if you provided one.
* Passing a NULL here is a safe no-op.
*
* This function is thread safe, so long as any allocator you passed into
* MOJOSHADER_preprocess() is, too.
*/
void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);
Dec 5, 2008
Dec 5, 2008
947
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949
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952
/* Assembler interface... */
/*
* This function is optional. Use this to convert Direct3D shader assembly
* language into bytecode, which can be handled by MOJOSHADER_parse().
*
Feb 12, 2009
Feb 12, 2009
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* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
* actually access this file, as we obtain our data from (source). This
* string is copied when we need to report errors while processing (source),
* as opposed to errors in a file referenced via the #include directive in
* (source). If this is NULL, then errors will report the filename as NULL,
* too.
*
* (source) is an UTF-8 string of valid Direct3D shader assembly source code.
Feb 11, 2009
Feb 11, 2009
961
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* It does not need to be NULL-terminated.
*
* (sourcelen) is the length of the string pointed to by (source), in bytes.
Dec 5, 2008
Dec 5, 2008
964
*
Feb 12, 2009
Feb 12, 2009
965
* (comments) points to (comment_count) NULL-terminated UTF-8 strings, and
Dec 20, 2008
Dec 20, 2008
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* can be NULL. These strings are inserted as comments in the bytecode.
*
* (symbols) points to (symbol_count) symbol structs, and can be NULL. These
* become a CTAB field in the bytecode. This is optional, but
* MOJOSHADER_parse() needs CTAB data for all arrays used in a program, or
* relative addressing will not be permitted, so you'll want to at least
* provide symbol information for those. The symbol data is 100% trusted
* at this time; it will not be checked to see if it matches what was
* assembled in any way whatsoever.
*
Feb 11, 2009
Feb 11, 2009
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* (defines) points to (define_count) preprocessor definitions, and can be
* NULL. These are treated by the preprocessor as if the source code started
* with one #define for each entry you pass in here.
*
* (include_open) and (include_close) let the app control the preprocessor's
* behaviour for #include statements. Both are optional and can be NULL, but
* both must be specified if either is specified.
*
* This will return a MOJOSHADER_parseData, like MOJOSHADER_parse() would,
Dec 8, 2008
Dec 8, 2008
985
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* except the profile will be MOJOSHADER_PROFILE_BYTECODE and the output
* will be the assembled bytecode instead of some other language. This output
* can be pushed back through MOJOSHADER_parseData() with a different profile.
*
* This function will never return NULL, even if the system is completely
* out of memory upon entry (in which case, this function returns a static
* MOJOSHADER_parseData object, which is still safe to pass to
* MOJOSHADER_freeParseData()).
*
Dec 5, 2008
Dec 5, 2008
994
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996
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1000
* As assembling requires some memory to be allocated, you may provide a
* custom allocator to this function, which will be used to allocate/free
* memory. They function just like malloc() and free(). We do not use
* realloc(). If you don't care, pass NULL in for the allocator functions.
* If your allocator needs instance-specific data, you may supply it with the
* (d) parameter. This pointer is passed as-is to your (m) and (f) functions.
*