/
mojoshader.h
200 lines (171 loc) · 6.07 KB
/
mojoshader.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
/**
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
#ifndef __INCL_MOJOSHADER_H_
#define __INCL_MOJOSHADER_H_
#ifdef __cplusplus
extern "C" {
#endif
/*
* 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.
*/
#define MOJOSHADER_VERSION 1
int MOJOSHADER_version(void);
/*
* These allocators work just like the C runtime's malloc() and free()
* (in fact, they probably use malloc() and free() internally if you don't
* specify your own allocator, but don't rely on that behaviour).
*/
typedef void *(*MOJOSHADER_malloc)(int bytes);
typedef void (*MOJOSHADER_free)(void *ptr);
/*
* 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;
typedef enum
{
MOJOSHADER_UNIFORM_FLOAT,
MOJOSHADER_UNIFORM_INT,
MOJOSHADER_UNIFORM_BOOL
} MOJOSHADER_uniform_type;
typedef struct
{
int index;
const char *name;
MOJOSHADER_uniform_type type;
} MOJOSHADER_uniform;
/*
* 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;
/*
* 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
* produce an ASCII string of source code, but profiles that do binary
* output may not be text at all. Will be 0 on error.
*/
int output_len;
/*
* Count of Direct3D instructions we parsed. This is meaningless in terms
* of the actual output, as the profile will probably grow or reduce
* the count (or for high-level languages, not have that information at
* all), but it can give you a rough idea of the size of your shader.
* Will be zero on error.
*/
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;
/*
* The number of elements pointed to by (uniforms).
*/
int uniform_count;
/*
* (uniform_count) elements of data on how to access uniforms to be
* set by this shader. "Uniforms" are what Direct3D calls "Constants" ...
* IDirect3DDevice::SetVertexShaderConstantF() would need this data.
*/
MOJOSHADER_uniform *uniforms;
/*
* 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;
} MOJOSHADER_parseData;
/*
* Profile string for Direct3D assembly language output.
*/
#define MOJOSHADER_PROFILE_D3D "d3d"
/*
* Profile string for GLSL: OpenGL high-level shader language output.
*/
#define MOJOSHADER_PROFILE_GLSL "glsl"
/*
* 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().
* If you don't care, pass NULL in for the allocator functions.
*
* This function returns a MOJOSHADER_parseData
*
* 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()).
*
* This function is thread safe, so long (m) and (f) are too, and that
* (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,
MOJOSHADER_free f);
/*
* 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);
#ifdef __cplusplus
}
#endif
#endif /* include-once blocker. */
/* end of mojoshader.h ... */