/** * 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. */ #include #include "mojoshader.h" #include "SDL.h" static int check_available(void) { const char **avail = NULL; int total = MOJOSHADER_glAvailableProfiles(SDL_GL_GetProcAddress, NULL, 0); if (total > 0) { avail = (const char **) alloca(sizeof (const char *) * total); total = MOJOSHADER_glAvailableProfiles(SDL_GL_GetProcAddress, avail, total); } // if if (total <= 0) fprintf(stderr, "No profiles available.\n"); else { int i; for (i = 0; i < total; i++) { printf("%s (Shader Model %d)\n", avail[i], MOJOSHADER_maxShaderModel(avail[i])); } // for } // else return 0; } // check_available int main(int argc, char **argv) { int retval = 1; #if 0 printf("MojoShader availableprofile\n"); printf("Compiled against version %d\n", MOJOSHADER_VERSION); printf("Linked against version %d\n", MOJOSHADER_version()); printf("\n"); #endif if (SDL_Init(SDL_INIT_VIDEO) == -1) fprintf(stderr, "SDL_Init(SDL_INIT_VIDEO) error: %s\n", SDL_GetError()); else { SDL_GL_LoadLibrary(NULL); if (SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL) fprintf(stderr, "SDL_SetVideoMode() error: %s\n", SDL_GetError()); else retval = check_available(); SDL_Quit(); } // else return retval; } // main // end of availableprofiles.c ...