mojoshader.h
author Ryan C. Gordon <icculus@icculus.org>
Fri, 04 Apr 2008 07:20:59 -0400
branchtrunk
changeset 83 ce46250e553d
parent 46 ff5a0ec44f00
child 92 bc1bb138e855
permissions -rw-r--r--
Add defined/declared registers to the appropriate register list. Now the GLSL profile just needs to resolve between the defined/used lists and figure out which registers need explicitly defined before finalizing the output.
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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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/*
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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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#define MOJOSHADER_VERSION 1
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int MOJOSHADER_version(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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 */
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typedef void *(*MOJOSHADER_malloc)(int bytes);
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typedef void (*MOJOSHADER_free)(void *ptr);
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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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 * Structure used to return data from parsing of a shader...
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 */
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typedef struct
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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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     * 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, but profiles that do binary
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     *  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 instructions we parsed. 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), but it can give you a rough idea of the size of your shader.
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     *  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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     * This is the malloc implementation you passed to MOJOSHADER_parse().
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     */
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    MOJOSHADER_malloc malloc;
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    /*
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     * This is the free implementation you passed to MOJOSHADER_parse().
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     */
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    MOJOSHADER_free free;
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} MOJOSHADER_parseData;
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/*
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 * Profile string for Direct3D assembly language output.
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 */
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#define MOJOSHADER_PROFILE_D3D "d3d"
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/*
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 * Profile string for GLSL: OpenGL high-level shader language output.
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 */
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#define MOJOSHADER_PROFILE_GLSL "glsl"
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/*
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 * Parse a compiled Direct3D shader's bytecode.
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 *
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 * This is your primary entry point into MojoShader. You need to pass it
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 *  a compiled D3D shader and tell it which "profile" you want to use to
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 *  convert it into useful data.
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 *
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 * The available profiles are the set of MOJOSHADER_PROFILE_* defines.
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 *  Note that MojoShader may be built without support for all listed
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 *  profiles (in which case using one here will return with an error).
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 *
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 * As parsing requires some memory to be allocated, you may provide a custom
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 *  allocator to this function, which will be used to allocate/free memory.
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 *  They function just like malloc() and free(). We do not use realloc().
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 *  If you don't care, pass NULL in for the allocator functions.
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 *
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 * This function returns a MOJOSHADER_parseData
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 *
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 * This function will never return NULL, even if the system is completely
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 *  out of memory upon entry (in which case, this function returns a static
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 *  MOJOSHADER_parseData object, which is still safe to pass to
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 *  MOJOSHADER_freeParseData()).
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 *
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 * This function is thread safe, so long (m) and (f) are too, and that
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 *  (tokenbuf) remains intact for the duration of the call. This allows you
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 *  to parse several shaders on separate CPU cores at the same time.
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 */
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const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile,
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                                             const unsigned char *tokenbuf,
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                                             const unsigned int bufsize,
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                                             MOJOSHADER_malloc m,
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                                             MOJOSHADER_free f);
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/*
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 * Call this to dispose of parsing results when you are done with them.
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 *  This will call the MOJOSHADER_free function you provided to
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 *  MOJOSHADER_parse multiple times, if you provided one.
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 *  Passing a NULL here is a safe no-op.
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 *
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 * This function is thread safe, so long as any allocator you passed into
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 *  MOJOSHADER_parse() is, too.
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 */
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void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *data);
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#ifdef __cplusplus
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}
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#endif
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#endif  /* include-once blocker. */
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/* end of mojoshader.h ... */
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