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- /**
- * 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.
- */
- // Modified by Lasse Oorni for Urho3D
- #ifndef _INCL_MOJOSHADER_H_
- #define _INCL_MOJOSHADER_H_
- #ifdef __cplusplus
- extern "C" {
- #endif
- /* You can define this if you aren't generating mojoshader_version.h */
- // Urho3D: commented out to avoid the define
- /*
- #ifndef MOJOSHADER_NO_VERSION_INCLUDE
- #include "mojoshader_version.h"
- #endif
- */
- #ifndef MOJOSHADER_VERSION
- #define MOJOSHADER_VERSION -1
- #endif
- #ifndef MOJOSHADER_CHANGESET
- #define MOJOSHADER_CHANGESET "???"
- #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.
- */
- int MOJOSHADER_version(void);
- /*
- * For determining the revision control changeset of MojoShader you are using:
- * const char *compiled_against = MOJOSHADER_CHANGESET;
- * 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);
- /*
- * 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).
- * (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.
- */
- typedef void *(*MOJOSHADER_malloc)(int bytes, void *data);
- typedef void (*MOJOSHADER_free)(void *ptr, void *data);
- /*
- * 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;
- /*
- * Data types for vertex attribute streams.
- */
- typedef enum
- {
- MOJOSHADER_ATTRIBUTE_UNKNOWN = -1, /* housekeeping; not returned. */
- MOJOSHADER_ATTRIBUTE_BYTE,
- MOJOSHADER_ATTRIBUTE_UBYTE,
- MOJOSHADER_ATTRIBUTE_SHORT,
- MOJOSHADER_ATTRIBUTE_USHORT,
- MOJOSHADER_ATTRIBUTE_INT,
- MOJOSHADER_ATTRIBUTE_UINT,
- MOJOSHADER_ATTRIBUTE_FLOAT,
- MOJOSHADER_ATTRIBUTE_DOUBLE,
- MOJOSHADER_ATTRIBUTE_HALF_FLOAT, /* MAYBE available in your OpenGL! */
- } MOJOSHADER_attributeType;
- /*
- * Data types for uniforms. See MOJOSHADER_uniform for more information.
- */
- typedef enum
- {
- MOJOSHADER_UNIFORM_UNKNOWN = -1, /* housekeeping value; never returned. */
- MOJOSHADER_UNIFORM_FLOAT,
- MOJOSHADER_UNIFORM_INT,
- MOJOSHADER_UNIFORM_BOOL,
- } MOJOSHADER_uniformType;
- /*
- * 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.
- * (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!
- * (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.
- * (name) is a profile-specific variable name; it may be NULL if it isn't
- * applicable to the requested profile.
- */
- typedef struct MOJOSHADER_uniform
- {
- MOJOSHADER_uniformType type;
- int index;
- int array_count;
- int constant;
- const char *name;
- } MOJOSHADER_uniform;
- /*
- * 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_constant
- {
- 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;
- /*
- * Data types for samplers. See MOJOSHADER_sampler for more information.
- */
- typedef enum
- {
- MOJOSHADER_SAMPLER_UNKNOWN = -1, /* housekeeping value; never returned. */
- 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.
- * (name) is a profile-specific variable name; it may be NULL if it isn't
- * applicable to the requested profile.
- * (texbem) will be non-zero if a TEXBEM opcode references this sampler. This
- * is only used in legacy shaders (ps_1_1 through ps_1_3), but it needs some
- * special support to work, as we have to load a magic uniform behind the
- * scenes to support it. Most code can ignore this field in general, and no
- * one has to touch it unless they really know what they're doing.
- */
- typedef struct MOJOSHADER_sampler
- {
- MOJOSHADER_samplerType type;
- int index;
- const char *name;
- int texbem;
- } MOJOSHADER_sampler;
- /*
- * This struct is used if you have to force a sampler to a specific type.
- * Generally, you can ignore this, but if you have, say, a ps_1_1
- * shader, you might need to specify what the samplers are meant to be
- * to get correct results, as Shader Model 1 samples textures according
- * to what is bound to a sampler at the moment instead of what the shader
- * is hardcoded to expect.
- */
- typedef struct MOJOSHADER_samplerMap
- {
- int index;
- MOJOSHADER_samplerType type;
- } MOJOSHADER_samplerMap;
- /*
- * Data types for attributes. See MOJOSHADER_attribute for more information.
- */
- typedef enum
- {
- MOJOSHADER_USAGE_UNKNOWN = -1, /* housekeeping value; never returned. */
- 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,
- MOJOSHADER_USAGE_TOTAL, /* housekeeping value; never returned. */
- } 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.
- * (name) is a profile-specific variable name; it may be NULL if it isn't
- * applicable to the requested profile.
- */
- typedef struct MOJOSHADER_attribute
- {
- MOJOSHADER_usage usage;
- int index;
- const char *name;
- } MOJOSHADER_attribute;
- /*
- * 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.
- */
- typedef struct MOJOSHADER_swizzle
- {
- MOJOSHADER_usage usage;
- unsigned int index;
- unsigned char swizzles[4]; /* {0,1,2,3} == .xyzw, {2,2,2,2} == .zzzz */
- } MOJOSHADER_swizzle;
- /*
- * 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;
- } MOJOSHADER_symbol;
- /*
- * 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)
- typedef struct MOJOSHADER_error
- {
- /*
- * 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;
- /*
- * Filename where error happened. This can be NULL if the information
- * isn't available.
- */
- const char *filename;
- /*
- * 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).
- */
- int error_position;
- } MOJOSHADER_error;
- /* !!! FIXME: document me. */
- typedef enum MOJOSHADER_preshaderOpcode
- {
- MOJOSHADER_PRESHADEROP_NOP,
- MOJOSHADER_PRESHADEROP_MOV,
- MOJOSHADER_PRESHADEROP_NEG,
- MOJOSHADER_PRESHADEROP_RCP,
- MOJOSHADER_PRESHADEROP_FRC,
- MOJOSHADER_PRESHADEROP_EXP,
- MOJOSHADER_PRESHADEROP_LOG,
- MOJOSHADER_PRESHADEROP_RSQ,
- MOJOSHADER_PRESHADEROP_SIN,
- MOJOSHADER_PRESHADEROP_COS,
- MOJOSHADER_PRESHADEROP_ASIN,
- MOJOSHADER_PRESHADEROP_ACOS,
- MOJOSHADER_PRESHADEROP_ATAN,
- MOJOSHADER_PRESHADEROP_MIN,
- MOJOSHADER_PRESHADEROP_MAX,
- MOJOSHADER_PRESHADEROP_LT,
- MOJOSHADER_PRESHADEROP_GE,
- MOJOSHADER_PRESHADEROP_ADD,
- MOJOSHADER_PRESHADEROP_MUL,
- MOJOSHADER_PRESHADEROP_ATAN2,
- MOJOSHADER_PRESHADEROP_DIV,
- MOJOSHADER_PRESHADEROP_CMP,
- MOJOSHADER_PRESHADEROP_MOVC,
- MOJOSHADER_PRESHADEROP_DOT,
- MOJOSHADER_PRESHADEROP_NOISE,
- MOJOSHADER_PRESHADEROP_SCALAR_OPS,
- MOJOSHADER_PRESHADEROP_MIN_SCALAR = MOJOSHADER_PRESHADEROP_SCALAR_OPS,
- MOJOSHADER_PRESHADEROP_MAX_SCALAR,
- MOJOSHADER_PRESHADEROP_LT_SCALAR,
- MOJOSHADER_PRESHADEROP_GE_SCALAR,
- MOJOSHADER_PRESHADEROP_ADD_SCALAR,
- MOJOSHADER_PRESHADEROP_MUL_SCALAR,
- MOJOSHADER_PRESHADEROP_ATAN2_SCALAR,
- MOJOSHADER_PRESHADEROP_DIV_SCALAR,
- MOJOSHADER_PRESHADEROP_DOT_SCALAR,
- MOJOSHADER_PRESHADEROP_NOISE_SCALAR,
- } MOJOSHADER_preshaderOpcode;
- typedef enum MOJOSHADER_preshaderOperandType
- {
- MOJOSHADER_PRESHADEROPERAND_INPUT,
- MOJOSHADER_PRESHADEROPERAND_OUTPUT,
- MOJOSHADER_PRESHADEROPERAND_LITERAL,
- MOJOSHADER_PRESHADEROPERAND_TEMP,
- } MOJOSHADER_preshaderOperandType;
- typedef struct MOJOSHADER_preshaderOperand
- {
- MOJOSHADER_preshaderOperandType type;
- unsigned int index;
- } MOJOSHADER_preshaderOperand;
- typedef struct MOJOSHADER_preshaderInstruction
- {
- MOJOSHADER_preshaderOpcode opcode;
- unsigned int element_count;
- unsigned int operand_count;
- MOJOSHADER_preshaderOperand operands[3];
- } MOJOSHADER_preshaderInstruction;
- typedef struct MOJOSHADER_preshader
- {
- unsigned int literal_count;
- double *literals;
- unsigned int temp_count; /* scalar, not vector! */
- unsigned int symbol_count;
- MOJOSHADER_symbol *symbols;
- unsigned int instruction_count;
- MOJOSHADER_preshaderInstruction *instructions;
- } MOJOSHADER_preshader;
- /*
- * 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;
- /*
- * The name of the profile used to parse the shader. Will be NULL on error.
- */
- const char *profile;
- /*
- * 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 (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.
- */
- int output_len;
- /*
- * Count of Direct3D instruction slots used. 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). 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.
- */
- 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 that specify Uniforms to be set for
- * this shader. See discussion on MOJOSHADER_uniform for details.
- * This can be NULL on error or if (uniform_count) is zero.
- */
- MOJOSHADER_uniform *uniforms;
- /*
- * 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;
- /*
- * 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;
- /* !!! FIXME: this should probably be "input" and not "attribute" */
- /*
- * The number of elements pointed to by (attributes).
- */
- int attribute_count;
- /* !!! FIXME: this should probably be "input" and not "attribute" */
- /*
- * (attribute_count) elements of data that specify Attributes to be set
- * for this shader. See discussion on MOJOSHADER_attribute for details.
- * This can be NULL on error or if (attribute_count) is zero.
- */
- MOJOSHADER_attribute *attributes;
- /*
- * The number of elements pointed to by (outputs).
- */
- int output_count;
- /*
- * (output_count) elements of data that specify outputs this shader
- * writes to. See discussion on MOJOSHADER_attribute for details.
- * This can be NULL on error or if (output_count) is zero.
- */
- MOJOSHADER_attribute *outputs;
- /*
- * The number of elements pointed to by (swizzles).
- */
- int swizzle_count;
- /* !!! FIXME: this should probably be "input" and not "attribute" */
- /*
- * (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;
- /*
- * 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;
- /*
- * !!! FIXME: document me.
- * This can be NULL on error or if no preshader was available.
- */
- MOJOSHADER_preshader *preshader;
- /*
- * 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_parseData;
- /*
- * Profile string for Direct3D assembly language output.
- */
- #define MOJOSHADER_PROFILE_D3D "d3d"
- /*
- * Profile string for passthrough of the original bytecode, unchanged.
- */
- #define MOJOSHADER_PROFILE_BYTECODE "bytecode"
- /*
- * Profile string for GLSL: OpenGL high-level shader language output.
- */
- #define MOJOSHADER_PROFILE_GLSL "glsl"
- /*
- * Profile string for GLSL 1.20: minor improvements to base GLSL spec.
- */
- #define MOJOSHADER_PROFILE_GLSL120 "glsl120"
- /*
- * Profile string for OpenGL ARB 1.0 shaders: GL_ARB_(vertex|fragment)_program.
- */
- #define MOJOSHADER_PROFILE_ARB1 "arb1"
- /*
- * 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
- */
- #define MOJOSHADER_PROFILE_NV3 "nv3"
- /*
- * Profile string for OpenGL ARB 1.0 shaders with Nvidia 4.0 extensions:
- * GL_NV_gpu_program4
- */
- #define MOJOSHADER_PROFILE_NV4 "nv4"
- /*
- * Determine the highest supported Shader Model for a profile.
- */
- int MOJOSHADER_maxShaderModel(const char *profile);
- /*
- * 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. 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 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()).
- *
- * 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.
- *
- * You can force the shader to expect samplers of certain types. Generally
- * you don't need this, as Shader Model 2 and later always specify what they
- * expect samplers to be (2D, cubemap, etc). Shader Model 1, however, just
- * uses whatever is bound to a given sampler at draw time, but this doesn't
- * work in OpenGL, etc. In these cases, MojoShader will default to
- * 2D texture sampling (or cubemap sampling, in cases where it makes sense,
- * like the TEXM3X3TEX opcode), which works 75% of the time, but if you
- * really needed something else, you'll need to specify it here. This can
- * also be used, at your own risk, to override DCL opcodes in shaders: if
- * the shader explicit says 2D, but you want Cubemap, for example, you can
- * use this to override. If you aren't sure about any of this stuff, you can
- * (and should) almost certainly ignore it: (smap) can be NULL.
- *
- * This function is thread safe, so long as (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,
- const MOJOSHADER_swizzle *swiz,
- const unsigned int swizcount,
- const MOJOSHADER_samplerMap *smap,
- const unsigned int smapcount,
- MOJOSHADER_malloc m,
- MOJOSHADER_free f,
- void *d);
- /*
- * 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);
- /* Effects interface... */ /* !!! FIXME: THIS API IS NOT STABLE YET! */
- typedef struct MOJOSHADER_effectParam
- {
- const char *name;
- const char *semantic;
- } MOJOSHADER_effectParam;
- 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 params pointed to by (params).
- */
- int param_count;
- /*
- * (param_count) elements of data that specify parameter bind points for
- * this effect.
- * This can be NULL on error or if (param_count) is zero.
- */
- MOJOSHADER_effectParam *params;
- /*
- * 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,
- const MOJOSHADER_samplerMap *smap,
- const unsigned int smapcount,
- MOJOSHADER_malloc m,
- MOJOSHADER_free f,
- void *d);
- /* !!! FIXME: document me. */
- void MOJOSHADER_freeEffect(const MOJOSHADER_effect *effect);
- /* Preprocessor interface... */
- /*
- * Structure used to pass predefined macros. Maps to D3DXMACRO.
- * You can have macro arguments: set identifier to "a(b, c)" or whatever.
- */
- 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;
- /*
- * Bytes of output from preprocessing. This is a UTF-8 string. We
- * 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;
- * the preprocessor will open files directly if no callback is supplied, but
- * 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().
- *
- * (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
- * 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.
- */
- const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
- const char *source, unsigned int sourcelen,
- const MOJOSHADER_preprocessorDefine *defines,
- 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);
- /* Assembler interface... */
- /*
- * This function is optional. Use this to convert Direct3D shader assembly
- * language into bytecode, which can be handled by MOJOSHADER_parse().
- *
- * (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.
- * It does not need to be NULL-terminated.
- *
- * (sourcelen) is the length of the string pointed to by (source), in bytes.
- *
- * (comments) points to (comment_count) NULL-terminated UTF-8 strings, and
- * 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.
- *
- * (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,
- * 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()).
- *
- * 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.
- *
- * 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 assemble several shaders on separate CPU cores
- * at the same time.
- */
- const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *filename,
- const char *source, unsigned int sourcelen,
- const char **comments, unsigned int comment_count,
- const MOJOSHADER_symbol *symbols,
- unsigned int symbol_count,
- const MOJOSHADER_preprocessorDefine *defines,
- unsigned int define_count,
- MOJOSHADER_includeOpen include_open,
- MOJOSHADER_includeClose include_close,
- MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
- /* High level shading language support... */
- /*
- * Source profile strings for HLSL: Direct3D High Level Shading Language.
- */
- #define MOJOSHADER_SRC_PROFILE_HLSL_VS_1_1 "hlsl_vs_1_1"
- #define MOJOSHADER_SRC_PROFILE_HLSL_VS_2_0 "hlsl_vs_2_0"
- #define MOJOSHADER_SRC_PROFILE_HLSL_VS_3_0 "hlsl_vs_3_0"
- #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_1 "hlsl_ps_1_1"
- #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_2 "hlsl_ps_1_2"
- #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_3 "hlsl_ps_1_3"
- #define MOJOSHADER_SRC_PROFILE_HLSL_PS_1_4 "hlsl_ps_1_4"
- #define MOJOSHADER_SRC_PROFILE_HLSL_PS_2_0 "hlsl_ps_2_0"
- #define MOJOSHADER_SRC_PROFILE_HLSL_PS_3_0 "hlsl_ps_3_0"
- /* Abstract Syntax Tree interface... */
- /*
- * ATTENTION: This adds a lot of stuff to the API, but almost everyone can
- * ignore this section. Seriously, go ahead and skip over anything that has
- * "AST" in it, unless you know why you'd want to use it.
- *
- * ALSO: This API is still evolving! We make no promises at this time to keep
- * source or binary compatibility for the AST pieces.
- *
- * Important notes:
- * - ASTs are the result of parsing the source code: a program that fails to
- * compile will often parse successfully. Undeclared variables,
- * type incompatibilities, etc, aren't detected at this point.
- * - Vector swizzles (the ".xyzw" part of "MyVec4.xyzw") will look like
- * structure dereferences. We don't realize these are actually swizzles
- * until semantic analysis.
- * - MOJOSHADER_astDataType info is not reliable when returned from
- * MOJOSHADER_parseAst()! Most of the datatype info will be missing or have
- * inaccurate data types. We sort these out during semantic analysis, which
- * happens after the AST parsing is complete. A few are filled in, or can
- * be deduced fairly trivially by processing several pieces into one.
- * It's enough that you can reproduce the original source code, more or
- * less, from the AST.
- */
- /* High-level datatypes for AST nodes. */
- typedef enum MOJOSHADER_astDataTypeType
- {
- MOJOSHADER_AST_DATATYPE_NONE,
- MOJOSHADER_AST_DATATYPE_BOOL,
- MOJOSHADER_AST_DATATYPE_INT,
- MOJOSHADER_AST_DATATYPE_UINT,
- MOJOSHADER_AST_DATATYPE_FLOAT,
- MOJOSHADER_AST_DATATYPE_FLOAT_SNORM,
- MOJOSHADER_AST_DATATYPE_FLOAT_UNORM,
- MOJOSHADER_AST_DATATYPE_HALF,
- MOJOSHADER_AST_DATATYPE_DOUBLE,
- MOJOSHADER_AST_DATATYPE_STRING,
- MOJOSHADER_AST_DATATYPE_SAMPLER_1D,
- MOJOSHADER_AST_DATATYPE_SAMPLER_2D,
- MOJOSHADER_AST_DATATYPE_SAMPLER_3D,
- MOJOSHADER_AST_DATATYPE_SAMPLER_CUBE,
- MOJOSHADER_AST_DATATYPE_SAMPLER_STATE,
- MOJOSHADER_AST_DATATYPE_SAMPLER_COMPARISON_STATE,
- MOJOSHADER_AST_DATATYPE_STRUCT,
- MOJOSHADER_AST_DATATYPE_ARRAY,
- MOJOSHADER_AST_DATATYPE_VECTOR,
- MOJOSHADER_AST_DATATYPE_MATRIX,
- MOJOSHADER_AST_DATATYPE_BUFFER,
- MOJOSHADER_AST_DATATYPE_FUNCTION,
- MOJOSHADER_AST_DATATYPE_USER,
- } MOJOSHADER_astDataTypeType;
- #define MOJOSHADER_AST_DATATYPE_CONST (1 << 31)
- typedef union MOJOSHADER_astDataType MOJOSHADER_astDataType;
- // This is just part of DataTypeStruct, never appears outside of it.
- typedef struct MOJOSHADER_astDataTypeStructMember
- {
- const MOJOSHADER_astDataType *datatype;
- const char *identifier;
- } MOJOSHADER_astDataTypeStructMember;
- typedef struct MOJOSHADER_astDataTypeStruct
- {
- MOJOSHADER_astDataTypeType type;
- const MOJOSHADER_astDataTypeStructMember *members;
- int member_count;
- } MOJOSHADER_astDataTypeStruct;
- typedef struct MOJOSHADER_astDataTypeArray
- {
- MOJOSHADER_astDataTypeType type;
- const MOJOSHADER_astDataType *base;
- int elements;
- } MOJOSHADER_astDataTypeArray;
- typedef MOJOSHADER_astDataTypeArray MOJOSHADER_astDataTypeVector;
- typedef struct MOJOSHADER_astDataTypeMatrix
- {
- MOJOSHADER_astDataTypeType type;
- const MOJOSHADER_astDataType *base;
- int rows;
- int columns;
- } MOJOSHADER_astDataTypeMatrix;
- typedef struct MOJOSHADER_astDataTypeBuffer
- {
- MOJOSHADER_astDataTypeType type;
- const MOJOSHADER_astDataType *base;
- } MOJOSHADER_astDataTypeBuffer;
- typedef struct MOJOSHADER_astDataTypeFunction
- {
- MOJOSHADER_astDataTypeType type;
- const MOJOSHADER_astDataType *retval;
- const MOJOSHADER_astDataType **params;
- int num_params;
- int intrinsic; /* non-zero for built-in functions */
- } MOJOSHADER_astDataTypeFunction;
- typedef struct MOJOSHADER_astDataTypeUser
- {
- MOJOSHADER_astDataTypeType type;
- const MOJOSHADER_astDataType *details;
- const char *name;
- } MOJOSHADER_astDataTypeUser;
- union MOJOSHADER_astDataType
- {
- MOJOSHADER_astDataTypeType type;
- MOJOSHADER_astDataTypeArray array;
- MOJOSHADER_astDataTypeStruct structure;
- MOJOSHADER_astDataTypeVector vector;
- MOJOSHADER_astDataTypeMatrix matrix;
- MOJOSHADER_astDataTypeBuffer buffer;
- MOJOSHADER_astDataTypeUser user;
- MOJOSHADER_astDataTypeFunction function;
- };
- /* Structures that make up the parse tree... */
- typedef enum MOJOSHADER_astNodeType
- {
- MOJOSHADER_AST_OP_START_RANGE, /* expression operators. */
- MOJOSHADER_AST_OP_START_RANGE_UNARY, /* unary operators. */
- MOJOSHADER_AST_OP_PREINCREMENT,
- MOJOSHADER_AST_OP_PREDECREMENT,
- MOJOSHADER_AST_OP_NEGATE,
- MOJOSHADER_AST_OP_COMPLEMENT,
- MOJOSHADER_AST_OP_NOT,
- MOJOSHADER_AST_OP_POSTINCREMENT,
- MOJOSHADER_AST_OP_POSTDECREMENT,
- MOJOSHADER_AST_OP_CAST,
- MOJOSHADER_AST_OP_END_RANGE_UNARY,
- MOJOSHADER_AST_OP_START_RANGE_BINARY, /* binary operators. */
- MOJOSHADER_AST_OP_COMMA,
- MOJOSHADER_AST_OP_MULTIPLY,
- MOJOSHADER_AST_OP_DIVIDE,
- MOJOSHADER_AST_OP_MODULO,
- MOJOSHADER_AST_OP_ADD,
- MOJOSHADER_AST_OP_SUBTRACT,
- MOJOSHADER_AST_OP_LSHIFT,
- MOJOSHADER_AST_OP_RSHIFT,
- MOJOSHADER_AST_OP_LESSTHAN,
- MOJOSHADER_AST_OP_GREATERTHAN,
- MOJOSHADER_AST_OP_LESSTHANOREQUAL,
- MOJOSHADER_AST_OP_GREATERTHANOREQUAL,
- MOJOSHADER_AST_OP_EQUAL,
- MOJOSHADER_AST_OP_NOTEQUAL,
- MOJOSHADER_AST_OP_BINARYAND,
- MOJOSHADER_AST_OP_BINARYXOR,
- MOJOSHADER_AST_OP_BINARYOR,
- MOJOSHADER_AST_OP_LOGICALAND,
- MOJOSHADER_AST_OP_LOGICALOR,
- MOJOSHADER_AST_OP_ASSIGN,
- MOJOSHADER_AST_OP_MULASSIGN,
- MOJOSHADER_AST_OP_DIVASSIGN,
- MOJOSHADER_AST_OP_MODASSIGN,
- MOJOSHADER_AST_OP_ADDASSIGN,
- MOJOSHADER_AST_OP_SUBASSIGN,
- MOJOSHADER_AST_OP_LSHIFTASSIGN,
- MOJOSHADER_AST_OP_RSHIFTASSIGN,
- MOJOSHADER_AST_OP_ANDASSIGN,
- MOJOSHADER_AST_OP_XORASSIGN,
- MOJOSHADER_AST_OP_ORASSIGN,
- MOJOSHADER_AST_OP_DEREF_ARRAY,
- MOJOSHADER_AST_OP_END_RANGE_BINARY,
- MOJOSHADER_AST_OP_START_RANGE_TERNARY, /* ternary operators. */
- MOJOSHADER_AST_OP_CONDITIONAL,
- MOJOSHADER_AST_OP_END_RANGE_TERNARY,
- MOJOSHADER_AST_OP_START_RANGE_DATA, /* expression operands. */
- MOJOSHADER_AST_OP_IDENTIFIER,
- MOJOSHADER_AST_OP_INT_LITERAL,
- MOJOSHADER_AST_OP_FLOAT_LITERAL,
- MOJOSHADER_AST_OP_STRING_LITERAL,
- MOJOSHADER_AST_OP_BOOLEAN_LITERAL,
- MOJOSHADER_AST_OP_END_RANGE_DATA,
- MOJOSHADER_AST_OP_START_RANGE_MISC, /* other expression things. */
- MOJOSHADER_AST_OP_DEREF_STRUCT,
- MOJOSHADER_AST_OP_CALLFUNC,
- MOJOSHADER_AST_OP_CONSTRUCTOR,
- MOJOSHADER_AST_OP_END_RANGE_MISC,
- MOJOSHADER_AST_OP_END_RANGE,
- MOJOSHADER_AST_COMPUNIT_START_RANGE, /* things in global scope. */
- MOJOSHADER_AST_COMPUNIT_FUNCTION,
- MOJOSHADER_AST_COMPUNIT_TYPEDEF,
- MOJOSHADER_AST_COMPUNIT_STRUCT,
- MOJOSHADER_AST_COMPUNIT_VARIABLE,
- MOJOSHADER_AST_COMPUNIT_END_RANGE,
- MOJOSHADER_AST_STATEMENT_START_RANGE, /* statements in function scope. */
- MOJOSHADER_AST_STATEMENT_EMPTY,
- MOJOSHADER_AST_STATEMENT_BREAK,
- MOJOSHADER_AST_STATEMENT_CONTINUE,
- MOJOSHADER_AST_STATEMENT_DISCARD,
- MOJOSHADER_AST_STATEMENT_BLOCK,
- MOJOSHADER_AST_STATEMENT_EXPRESSION,
- MOJOSHADER_AST_STATEMENT_IF,
- MOJOSHADER_AST_STATEMENT_SWITCH,
- MOJOSHADER_AST_STATEMENT_FOR,
- MOJOSHADER_AST_STATEMENT_DO,
- MOJOSHADER_AST_STATEMENT_WHILE,
- MOJOSHADER_AST_STATEMENT_RETURN,
- MOJOSHADER_AST_STATEMENT_TYPEDEF,
- MOJOSHADER_AST_STATEMENT_STRUCT,
- MOJOSHADER_AST_STATEMENT_VARDECL,
- MOJOSHADER_AST_STATEMENT_END_RANGE,
- MOJOSHADER_AST_MISC_START_RANGE, /* misc. syntactic glue. */
- MOJOSHADER_AST_FUNCTION_PARAMS,
- MOJOSHADER_AST_FUNCTION_SIGNATURE,
- MOJOSHADER_AST_SCALAR_OR_ARRAY,
- MOJOSHADER_AST_TYPEDEF,
- MOJOSHADER_AST_PACK_OFFSET,
- MOJOSHADER_AST_VARIABLE_LOWLEVEL,
- MOJOSHADER_AST_ANNOTATION,
- MOJOSHADER_AST_VARIABLE_DECLARATION,
- MOJOSHADER_AST_STRUCT_DECLARATION,
- MOJOSHADER_AST_STRUCT_MEMBER,
- MOJOSHADER_AST_SWITCH_CASE,
- MOJOSHADER_AST_ARGUMENTS,
- MOJOSHADER_AST_MISC_END_RANGE,
- MOJOSHADER_AST_END_RANGE
- } MOJOSHADER_astNodeType;
- typedef struct MOJOSHADER_astNodeInfo
- {
- MOJOSHADER_astNodeType type;
- const char *filename;
- unsigned int line;
- } MOJOSHADER_astNodeInfo;
- typedef enum MOJOSHADER_astVariableAttributes
- {
- MOJOSHADER_AST_VARATTR_EXTERN = (1 << 0),
- MOJOSHADER_AST_VARATTR_NOINTERPOLATION = (1 << 1),
- MOJOSHADER_AST_VARATTR_SHARED = (1 << 2),
- MOJOSHADER_AST_VARATTR_STATIC = (1 << 3),
- MOJOSHADER_AST_VARATTR_UNIFORM = (1 << 4),
- MOJOSHADER_AST_VARATTR_VOLATILE = (1 << 5),
- MOJOSHADER_AST_VARATTR_CONST = (1 << 6),
- MOJOSHADER_AST_VARATTR_ROWMAJOR = (1 << 7),
- MOJOSHADER_AST_VARATTR_COLUMNMAJOR = (1 << 8)
- } MOJOSHADER_astVariableAttributes;
- typedef enum MOJOSHADER_astIfAttributes
- {
- MOJOSHADER_AST_IFATTR_NONE,
- MOJOSHADER_AST_IFATTR_BRANCH,
- MOJOSHADER_AST_IFATTR_FLATTEN,
- MOJOSHADER_AST_IFATTR_IFALL,
- MOJOSHADER_AST_IFATTR_IFANY,
- MOJOSHADER_AST_IFATTR_PREDICATE,
- MOJOSHADER_AST_IFATTR_PREDICATEBLOCK,
- } MOJOSHADER_astIfAttributes;
- typedef enum MOJOSHADER_astSwitchAttributes
- {
- MOJOSHADER_AST_SWITCHATTR_NONE,
- MOJOSHADER_AST_SWITCHATTR_FLATTEN,
- MOJOSHADER_AST_SWITCHATTR_BRANCH,
- MOJOSHADER_AST_SWITCHATTR_FORCECASE,
- MOJOSHADER_AST_SWITCHATTR_CALL
- } MOJOSHADER_astSwitchAttributes;
- /* You can cast any AST node pointer to this. */
- typedef struct MOJOSHADER_astGeneric
- {
- MOJOSHADER_astNodeInfo ast;
- } MOJOSHADER_astGeneric;
- typedef struct MOJOSHADER_astExpression
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- } MOJOSHADER_astExpression;
- typedef struct MOJOSHADER_astArguments
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_ARGUMENTS */
- MOJOSHADER_astExpression *argument;
- struct MOJOSHADER_astArguments *next;
- } MOJOSHADER_astArguments;
- typedef struct MOJOSHADER_astExpressionUnary
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astExpression *operand;
- } MOJOSHADER_astExpressionUnary;
- typedef struct MOJOSHADER_astExpressionBinary
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astExpression *left;
- MOJOSHADER_astExpression *right;
- } MOJOSHADER_astExpressionBinary;
- typedef struct MOJOSHADER_astExpressionTernary
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astExpression *left;
- MOJOSHADER_astExpression *center;
- MOJOSHADER_astExpression *right;
- } MOJOSHADER_astExpressionTernary;
- /* Identifier indexes aren't available until semantic analysis phase completes.
- * It provides a unique id for this identifier's variable.
- * It will be negative for global scope, positive for function scope
- * (global values are globally unique, function values are only
- * unique within the scope of the given function). There's a different
- * set of indices if this identifier is a function (positive for
- * user-defined functions, negative for intrinsics).
- * May be zero for various reasons (unknown identifier, etc).
- */
- typedef struct MOJOSHADER_astExpressionIdentifier
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_IDENTIFIER */
- const MOJOSHADER_astDataType *datatype;
- const char *identifier;
- int index;
- } MOJOSHADER_astExpressionIdentifier;
- typedef struct MOJOSHADER_astExpressionIntLiteral
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_INT_LITERAL */
- const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_INT */
- int value;
- } MOJOSHADER_astExpressionIntLiteral;
- typedef struct MOJOSHADER_astExpressionFloatLiteral
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_FLOAT_LITERAL */
- const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_FLOAT */
- double value;
- } MOJOSHADER_astExpressionFloatLiteral;
- typedef struct MOJOSHADER_astExpressionStringLiteral
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_STRING_LITERAL */
- const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_STRING */
- const char *string;
- } MOJOSHADER_astExpressionStringLiteral;
- typedef struct MOJOSHADER_astExpressionBooleanLiteral
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_BOOLEAN_LITERAL */
- const MOJOSHADER_astDataType *datatype; /* always AST_DATATYPE_BOOL */
- int value; /* Always 1 or 0. */
- } MOJOSHADER_astExpressionBooleanLiteral;
- typedef struct MOJOSHADER_astExpressionConstructor
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_CONSTRUCTOR */
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astArguments *args;
- } MOJOSHADER_astExpressionConstructor;
- typedef struct MOJOSHADER_astExpressionDerefStruct
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_DEREF_STRUCT */
- const MOJOSHADER_astDataType *datatype;
- /* !!! FIXME:
- * "identifier" is misnamed; this might not be an identifier at all:
- * x = FunctionThatReturnsAStruct().SomeMember;
- */
- MOJOSHADER_astExpression *identifier;
- const char *member;
- int isswizzle; /* Always 1 or 0. Never set by parseAst()! */
- int member_index; /* Never set by parseAst()! */
- } MOJOSHADER_astExpressionDerefStruct;
- typedef struct MOJOSHADER_astExpressionCallFunction
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_CALLFUNC */
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astExpressionIdentifier *identifier;
- MOJOSHADER_astArguments *args;
- } MOJOSHADER_astExpressionCallFunction;
- typedef struct MOJOSHADER_astExpressionCast
- {
- MOJOSHADER_astNodeInfo ast; /* Always MOJOSHADER_AST_OP_CAST */
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astExpression *operand;
- } MOJOSHADER_astExpressionCast;
- typedef struct MOJOSHADER_astCompilationUnit
- {
- MOJOSHADER_astNodeInfo ast;
- struct MOJOSHADER_astCompilationUnit *next;
- } MOJOSHADER_astCompilationUnit;
- typedef enum MOJOSHADER_astFunctionStorageClass
- {
- MOJOSHADER_AST_FNSTORECLS_NONE,
- MOJOSHADER_AST_FNSTORECLS_INLINE
- } MOJOSHADER_astFunctionStorageClass;
- typedef enum MOJOSHADER_astInputModifier
- {
- MOJOSHADER_AST_INPUTMOD_NONE,
- MOJOSHADER_AST_INPUTMOD_IN,
- MOJOSHADER_AST_INPUTMOD_OUT,
- MOJOSHADER_AST_INPUTMOD_INOUT,
- MOJOSHADER_AST_INPUTMOD_UNIFORM
- } MOJOSHADER_astInputModifier;
- typedef enum MOJOSHADER_astInterpolationModifier
- {
- MOJOSHADER_AST_INTERPMOD_NONE,
- MOJOSHADER_AST_INTERPMOD_LINEAR,
- MOJOSHADER_AST_INTERPMOD_CENTROID,
- MOJOSHADER_AST_INTERPMOD_NOINTERPOLATION,
- MOJOSHADER_AST_INTERPMOD_NOPERSPECTIVE,
- MOJOSHADER_AST_INTERPMOD_SAMPLE
- } MOJOSHADER_astInterpolationModifier;
- typedef struct MOJOSHADER_astFunctionParameters
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astInputModifier input_modifier;
- const char *identifier;
- const char *semantic;
- MOJOSHADER_astInterpolationModifier interpolation_modifier;
- MOJOSHADER_astExpression *initializer;
- struct MOJOSHADER_astFunctionParameters *next;
- } MOJOSHADER_astFunctionParameters;
- typedef struct MOJOSHADER_astFunctionSignature
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- const char *identifier;
- MOJOSHADER_astFunctionParameters *params;
- MOJOSHADER_astFunctionStorageClass storage_class;
- const char *semantic;
- } MOJOSHADER_astFunctionSignature;
- typedef struct MOJOSHADER_astScalarOrArray
- {
- MOJOSHADER_astNodeInfo ast;
- const char *identifier;
- int isarray; /* boolean: 1 or 0 */
- MOJOSHADER_astExpression *dimension;
- } MOJOSHADER_astScalarOrArray;
- typedef struct MOJOSHADER_astAnnotations
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astExpression *initializer;
- struct MOJOSHADER_astAnnotations *next;
- } MOJOSHADER_astAnnotations;
- typedef struct MOJOSHADER_astPackOffset
- {
- MOJOSHADER_astNodeInfo ast;
- const char *ident1; /* !!! FIXME: rename this. */
- const char *ident2;
- } MOJOSHADER_astPackOffset;
- typedef struct MOJOSHADER_astVariableLowLevel
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astPackOffset *packoffset;
- const char *register_name;
- } MOJOSHADER_astVariableLowLevel;
- typedef struct MOJOSHADER_astStructMembers
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- const char *semantic;
- MOJOSHADER_astScalarOrArray *details;
- MOJOSHADER_astInterpolationModifier interpolation_mod;
- struct MOJOSHADER_astStructMembers *next;
- } MOJOSHADER_astStructMembers;
- typedef struct MOJOSHADER_astStructDeclaration
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- const char *name;
- MOJOSHADER_astStructMembers *members;
- } MOJOSHADER_astStructDeclaration;
- typedef struct MOJOSHADER_astVariableDeclaration
- {
- MOJOSHADER_astNodeInfo ast;
- int attributes;
- const MOJOSHADER_astDataType *datatype;
- MOJOSHADER_astStructDeclaration *anonymous_datatype;
- MOJOSHADER_astScalarOrArray *details;
- const char *semantic;
- MOJOSHADER_astAnnotations *annotations;
- MOJOSHADER_astExpression *initializer;
- MOJOSHADER_astVariableLowLevel *lowlevel;
- struct MOJOSHADER_astVariableDeclaration *next;
- } MOJOSHADER_astVariableDeclaration;
- typedef struct MOJOSHADER_astStatement
- {
- MOJOSHADER_astNodeInfo ast;
- struct MOJOSHADER_astStatement *next;
- } MOJOSHADER_astStatement;
- typedef MOJOSHADER_astStatement MOJOSHADER_astEmptyStatement;
- typedef MOJOSHADER_astStatement MOJOSHADER_astBreakStatement;
- typedef MOJOSHADER_astStatement MOJOSHADER_astContinueStatement;
- typedef MOJOSHADER_astStatement MOJOSHADER_astDiscardStatement;
- /* something enclosed in "{}" braces. */
- typedef struct MOJOSHADER_astBlockStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- MOJOSHADER_astStatement *statements; /* list of child statements. */
- } MOJOSHADER_astBlockStatement;
- typedef struct MOJOSHADER_astReturnStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- MOJOSHADER_astExpression *expr;
- } MOJOSHADER_astReturnStatement;
- typedef struct MOJOSHADER_astExpressionStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- MOJOSHADER_astExpression *expr;
- } MOJOSHADER_astExpressionStatement;
- typedef struct MOJOSHADER_astIfStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- int attributes;
- MOJOSHADER_astExpression *expr;
- MOJOSHADER_astStatement *statement;
- MOJOSHADER_astStatement *else_statement;
- } MOJOSHADER_astIfStatement;
- typedef struct MOJOSHADER_astSwitchCases
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astExpression *expr;
- MOJOSHADER_astStatement *statement;
- struct MOJOSHADER_astSwitchCases *next;
- } MOJOSHADER_astSwitchCases;
- typedef struct MOJOSHADER_astSwitchStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- int attributes;
- MOJOSHADER_astExpression *expr;
- MOJOSHADER_astSwitchCases *cases;
- } MOJOSHADER_astSwitchStatement;
- typedef struct MOJOSHADER_astWhileStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- int unroll; /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
- MOJOSHADER_astExpression *expr;
- MOJOSHADER_astStatement *statement;
- } MOJOSHADER_astWhileStatement;
- typedef MOJOSHADER_astWhileStatement MOJOSHADER_astDoStatement;
- typedef struct MOJOSHADER_astForStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- int unroll; /* # times to unroll, 0 to loop, < 0 == compiler's choice. */
- MOJOSHADER_astVariableDeclaration *var_decl; /* either this ... */
- MOJOSHADER_astExpression *initializer; /* ... or this will used. */
- MOJOSHADER_astExpression *looptest;
- MOJOSHADER_astExpression *counter;
- MOJOSHADER_astStatement *statement;
- } MOJOSHADER_astForStatement;
- typedef struct MOJOSHADER_astTypedef
- {
- MOJOSHADER_astNodeInfo ast;
- const MOJOSHADER_astDataType *datatype;
- int isconst; /* boolean: 1 or 0 */
- MOJOSHADER_astScalarOrArray *details;
- } MOJOSHADER_astTypedef;
- typedef struct MOJOSHADER_astTypedefStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- MOJOSHADER_astTypedef *type_info;
- } MOJOSHADER_astTypedefStatement;
- typedef struct MOJOSHADER_astVarDeclStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- MOJOSHADER_astVariableDeclaration *declaration;
- } MOJOSHADER_astVarDeclStatement;
- typedef struct MOJOSHADER_astStructStatement
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astStatement *next;
- MOJOSHADER_astStructDeclaration *struct_info;
- } MOJOSHADER_astStructStatement;
- typedef struct MOJOSHADER_astCompilationUnitFunction
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astCompilationUnit *next;
- MOJOSHADER_astFunctionSignature *declaration;
- MOJOSHADER_astStatement *definition;
- int index; /* unique id. Will be 0 until semantic analysis runs. */
- } MOJOSHADER_astCompilationUnitFunction;
- typedef struct MOJOSHADER_astCompilationUnitTypedef
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astCompilationUnit *next;
- MOJOSHADER_astTypedef *type_info;
- } MOJOSHADER_astCompilationUnitTypedef;
- typedef struct MOJOSHADER_astCompilationUnitStruct
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astCompilationUnit *next;
- MOJOSHADER_astStructDeclaration *struct_info;
- } MOJOSHADER_astCompilationUnitStruct;
- typedef struct MOJOSHADER_astCompilationUnitVariable
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astCompilationUnit *next;
- MOJOSHADER_astVariableDeclaration *declaration;
- } MOJOSHADER_astCompilationUnitVariable;
- /* this is way cleaner than all the nasty typecasting. */
- typedef union MOJOSHADER_astNode
- {
- MOJOSHADER_astNodeInfo ast;
- MOJOSHADER_astGeneric generic;
- MOJOSHADER_astExpression expression;
- MOJOSHADER_astArguments arguments;
- MOJOSHADER_astExpressionUnary unary;
- MOJOSHADER_astExpressionBinary binary;
- MOJOSHADER_astExpressionTernary ternary;
- MOJOSHADER_astExpressionIdentifier identifier;
- MOJOSHADER_astExpressionIntLiteral intliteral;
- MOJOSHADER_astExpressionFloatLiteral floatliteral;
- MOJOSHADER_astExpressionStringLiteral stringliteral;
- MOJOSHADER_astExpressionBooleanLiteral boolliteral;
- MOJOSHADER_astExpressionConstructor constructor;
- MOJOSHADER_astExpressionDerefStruct derefstruct;
- MOJOSHADER_astExpressionCallFunction callfunc;
- MOJOSHADER_astExpressionCast cast;
- MOJOSHADER_astCompilationUnit compunit;
- MOJOSHADER_astFunctionParameters params;
- MOJOSHADER_astFunctionSignature funcsig;
- MOJOSHADER_astScalarOrArray soa;
- MOJOSHADER_astAnnotations annotations;
- MOJOSHADER_astPackOffset packoffset;
- MOJOSHADER_astVariableLowLevel varlowlevel;
- MOJOSHADER_astStructMembers structmembers;
- MOJOSHADER_astStructDeclaration structdecl;
- MOJOSHADER_astVariableDeclaration vardecl;
- MOJOSHADER_astStatement stmt;
- MOJOSHADER_astEmptyStatement emptystmt;
- MOJOSHADER_astBreakStatement breakstmt;
- MOJOSHADER_astContinueStatement contstmt;
- MOJOSHADER_astDiscardStatement discardstmt;
- MOJOSHADER_astBlockStatement blockstmt;
- MOJOSHADER_astReturnStatement returnstmt;
- MOJOSHADER_astExpressionStatement exprstmt;
- MOJOSHADER_astIfStatement ifstmt;
- MOJOSHADER_astSwitchCases cases;
- MOJOSHADER_astSwitchStatement switchstmt;
- MOJOSHADER_astWhileStatement whilestmt;
- MOJOSHADER_astDoStatement dostmt;
- MOJOSHADER_astForStatement forstmt;
- MOJOSHADER_astTypedef typdef;
- MOJOSHADER_astTypedefStatement typedefstmt;
- MOJOSHADER_astVarDeclStatement vardeclstmt;
- MOJOSHADER_astStructStatement structstmt;
- MOJOSHADER_astCompilationUnitFunction funcunit;
- MOJOSHADER_astCompilationUnitTypedef typedefunit;
- MOJOSHADER_astCompilationUnitStruct structunit;
- MOJOSHADER_astCompilationUnitVariable varunit;
- } MOJOSHADER_astNode;
- /*
- * Structure used to return data from parsing of a shader into an AST...
- */
- /* !!! FIXME: most of these ints should be unsigned. */
- typedef struct MOJOSHADER_astData
- {
- /*
- * 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.
- * Note that this will only produce errors for syntax problems. Most of
- * the things we expect a compiler to produce errors for--incompatible
- * types, unknown identifiers, etc--are not checked at all during
- * initial generation of the syntax tree...bogus programs that would
- * fail to compile will pass here without error, if they are syntactically
- * correct!
- */
- MOJOSHADER_error *errors;
- /*
- * The name of the source profile used to parse the shader. Will be NULL
- * on error.
- */
- const char *source_profile;
- /*
- * The actual syntax tree. You are responsible for walking it yourself.
- * CompilationUnits are always the top of the tree (functions, typedefs,
- * global variables, etc). Will be NULL on error.
- */
- const MOJOSHADER_astNode *ast;
- /*
- * 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;
- /*
- * This is internal data, and not for the application to touch.
- */
- void *opaque;
- } MOJOSHADER_astData;
- /*
- * You almost certainly don't need this function, unless you absolutely know
- * why you need it without hesitation. This is almost certainly only good for
- * building code analysis tools on top of.
- *
- * This is intended to parse HLSL source code, turning it into an abstract
- * syntax tree.
- *
- * (srcprofile) specifies the source language of the shader. You can specify
- * a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
- *
- * (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 high-level shader source code.
- * It does not need to be 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_astData. The data supplied here gives the
- * application a tree-like structure they can walk to see the layout of
- * a given program. When you are done with this data, pass it to
- * MOJOSHADER_freeCompileData() to deallocate resources.
- *
- * 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_astData object, which is still safe to pass to
- * MOJOSHADER_freeAstData()).
- *
- * 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.
- * 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 parse several shaders on separate CPU cores
- * at the same time.
- */
- const MOJOSHADER_astData *MOJOSHADER_parseAst(const char *srcprofile,
- const char *filename, const char *source,
- unsigned int sourcelen,
- const MOJOSHADER_preprocessorDefine *defs,
- unsigned int define_count,
- MOJOSHADER_includeOpen include_open,
- MOJOSHADER_includeClose include_close,
- MOJOSHADER_malloc m, MOJOSHADER_free f,
- void *d);
- /* !!! FIXME: expose semantic analysis to the public API? */
- /*
- * Call this to dispose of AST parsing results when you are done with them.
- * This will call the MOJOSHADER_free function you provided to
- * MOJOSHADER_parseAst() 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_parseAst() is, too.
- */
- void MOJOSHADER_freeAstData(const MOJOSHADER_astData *data);
- /* Intermediate Representation interface... */
- /* !!! FIXME: there is currently no way to access the IR via the public API. */
- typedef enum MOJOSHADER_irNodeType
- {
- MOJOSHADER_IR_START_RANGE_EXPR,
- MOJOSHADER_IR_CONSTANT,
- MOJOSHADER_IR_TEMP,
- MOJOSHADER_IR_BINOP,
- MOJOSHADER_IR_MEMORY,
- MOJOSHADER_IR_CALL,
- MOJOSHADER_IR_ESEQ,
- MOJOSHADER_IR_ARRAY,
- MOJOSHADER_IR_CONVERT,
- MOJOSHADER_IR_SWIZZLE,
- MOJOSHADER_IR_CONSTRUCT,
- MOJOSHADER_IR_END_RANGE_EXPR,
- MOJOSHADER_IR_START_RANGE_STMT,
- MOJOSHADER_IR_MOVE,
- MOJOSHADER_IR_EXPR_STMT,
- MOJOSHADER_IR_JUMP,
- MOJOSHADER_IR_CJUMP,
- MOJOSHADER_IR_SEQ,
- MOJOSHADER_IR_LABEL,
- MOJOSHADER_IR_DISCARD,
- MOJOSHADER_IR_END_RANGE_STMT,
- MOJOSHADER_IR_START_RANGE_MISC,
- MOJOSHADER_IR_EXPRLIST,
- MOJOSHADER_IR_END_RANGE_MISC,
- MOJOSHADER_IR_END_RANGE
- } MOJOSHADER_irNodeType;
- typedef struct MOJOSHADER_irNodeInfo
- {
- MOJOSHADER_irNodeType type;
- const char *filename;
- unsigned int line;
- } MOJOSHADER_irNodeInfo;
- typedef struct MOJOSHADER_irExprList MOJOSHADER_irExprList;
- /*
- * IR nodes are categorized into Expressions, Statements, and Everything Else.
- * You can cast any of them to MOJOSHADER_irGeneric, but this split is
- * useful for slightly better type-checking (you can't cleanly assign
- * something that doesn't return a value to something that wants one, etc).
- * These broader categories are just unions of the simpler types, so the
- * real definitions are below all the things they contain (but these
- * predeclarations are because the simpler types refer to the broader
- * categories).
- */
- typedef union MOJOSHADER_irExpression MOJOSHADER_irExpression; /* returns a value. */
- typedef union MOJOSHADER_irStatement MOJOSHADER_irStatement; /* no returned value. */
- typedef union MOJOSHADER_irMisc MOJOSHADER_irMisc; /* Everything Else. */
- typedef union MOJOSHADER_irNode MOJOSHADER_irNode; /* Generic uber-wrapper. */
- /* You can cast any IR node pointer to this. */
- typedef struct MOJOSHADER_irGeneric
- {
- MOJOSHADER_irNodeInfo ir;
- } MOJOSHADER_irGeneric;
- /* These are used for MOJOSHADER_irBinOp */
- typedef enum MOJOSHADER_irBinOpType
- {
- MOJOSHADER_IR_BINOP_ADD,
- MOJOSHADER_IR_BINOP_SUBTRACT,
- MOJOSHADER_IR_BINOP_MULTIPLY,
- MOJOSHADER_IR_BINOP_DIVIDE,
- MOJOSHADER_IR_BINOP_MODULO,
- MOJOSHADER_IR_BINOP_AND,
- MOJOSHADER_IR_BINOP_OR,
- MOJOSHADER_IR_BINOP_XOR,
- MOJOSHADER_IR_BINOP_LSHIFT,
- MOJOSHADER_IR_BINOP_RSHIFT,
- MOJOSHADER_IR_BINOP_UNKNOWN
- } MOJOSHADER_irBinOpType;
- typedef enum MOJOSHADER_irConditionType
- {
- MOJOSHADER_IR_COND_EQL,
- MOJOSHADER_IR_COND_NEQ,
- MOJOSHADER_IR_COND_LT,
- MOJOSHADER_IR_COND_GT,
- MOJOSHADER_IR_COND_LEQ,
- MOJOSHADER_IR_COND_GEQ,
- MOJOSHADER_IR_COND_UNKNOWN
- } MOJOSHADER_irConditionType;
- /* MOJOSHADER_irExpression types... */
- typedef struct MOJOSHADER_irExprInfo
- {
- MOJOSHADER_irNodeInfo ir;
- MOJOSHADER_astDataTypeType type;
- int elements;
- } MOJOSHADER_irExprInfo;
- typedef struct MOJOSHADER_irConstant /* Constant value */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CONSTANT */
- union
- {
- int ival[16];
- float fval[16];
- } value;
- } MOJOSHADER_irConstant;
- typedef struct MOJOSHADER_irTemp /* temp value (not necessarily a register). */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_TEMP */
- int index;
- } MOJOSHADER_irTemp;
- typedef struct MOJOSHADER_irBinOp /* binary operator (+, -, etc) */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_BINOP */
- MOJOSHADER_irBinOpType op;
- MOJOSHADER_irExpression *left;
- MOJOSHADER_irExpression *right;
- } MOJOSHADER_irBinOp;
- typedef struct MOJOSHADER_irMemory
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_MEMORY */
- int index; /* not final addresses, just a unique identifier. */
- } MOJOSHADER_irMemory;
- typedef struct MOJOSHADER_irCall
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CALL */
- int index;
- MOJOSHADER_irExprList *args;
- } MOJOSHADER_irCall;
- typedef struct MOJOSHADER_irESeq /* statement with result */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_ESEQ */
- MOJOSHADER_irStatement *stmt; /* execute this for side-effects, then... */
- MOJOSHADER_irExpression *expr; /* ...use this for the result. */
- } MOJOSHADER_irESeq;
- typedef struct MOJOSHADER_irArray /* Array dereference. */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_ARRAY */
- MOJOSHADER_irExpression *array;
- MOJOSHADER_irExpression *element;
- } MOJOSHADER_irArray;
- typedef struct MOJOSHADER_irConvert /* casting between datatypes */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CONVERT */
- MOJOSHADER_irExpression *expr;
- } MOJOSHADER_irConvert;
- typedef struct MOJOSHADER_irSwizzle /* vector swizzle */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_SWIZZLE */
- MOJOSHADER_irExpression *expr;
- char channels[4];
- } MOJOSHADER_irSwizzle;
- typedef struct MOJOSHADER_irConstruct /* vector construct from discrete items */
- {
- MOJOSHADER_irExprInfo info; /* Always MOJOSHADER_IR_CONTSTRUCT */
- MOJOSHADER_irExprList *args;
- } MOJOSHADER_irConstruct;
- /* Wrap the whole category in a union for type "safety." */
- union MOJOSHADER_irExpression
- {
- MOJOSHADER_irNodeInfo ir;
- MOJOSHADER_irExprInfo info;
- MOJOSHADER_irConstant constant;
- MOJOSHADER_irTemp temp;
- MOJOSHADER_irBinOp binop;
- MOJOSHADER_irMemory memory;
- MOJOSHADER_irCall call;
- MOJOSHADER_irESeq eseq;
- MOJOSHADER_irArray array;
- MOJOSHADER_irConvert convert;
- MOJOSHADER_irSwizzle swizzle;
- MOJOSHADER_irConstruct construct;
- };
- /* MOJOSHADER_irStatement types. */
- typedef struct MOJOSHADER_irMove /* load/store. */
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_MOVE */
- MOJOSHADER_irExpression *dst; /* must result in a temp or mem! */
- MOJOSHADER_irExpression *src;
- int writemask; // for write-masking vector channels.
- } MOJOSHADER_irMove;
- typedef struct MOJOSHADER_irExprStmt /* evaluate expression, throw it away. */
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_EXPR_STMT */
- MOJOSHADER_irExpression *expr;
- } MOJOSHADER_irExprStmt;
- typedef struct MOJOSHADER_irJump /* unconditional jump */
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_JUMP */
- int label;
- // !!! FIXME: possible label list, for further optimization passes.
- } MOJOSHADER_irJump;
- typedef struct MOJOSHADER_irCJump /* conditional jump */
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_CJUMP */
- MOJOSHADER_irConditionType cond;
- MOJOSHADER_irExpression *left; /* if (left cond right) */
- MOJOSHADER_irExpression *right;
- int iftrue; /* label id for true case. */
- int iffalse; /* label id for false case. */
- } MOJOSHADER_irCJump;
- typedef struct MOJOSHADER_irSeq /* statement without side effects */
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_SEQ */
- MOJOSHADER_irStatement *first;
- MOJOSHADER_irStatement *next;
- } MOJOSHADER_irSeq;
- typedef struct MOJOSHADER_irLabel /* like a label in assembly language. */
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_LABEL */
- int index;
- } MOJOSHADER_irLabel;
- typedef MOJOSHADER_irGeneric MOJOSHADER_irDiscard; /* discard statement. */
- /* Wrap the whole category in a union for type "safety." */
- union MOJOSHADER_irStatement
- {
- MOJOSHADER_irNodeInfo ir;
- MOJOSHADER_irGeneric generic;
- MOJOSHADER_irMove move;
- MOJOSHADER_irExprStmt expr;
- MOJOSHADER_irJump jump;
- MOJOSHADER_irCJump cjump;
- MOJOSHADER_irSeq seq;
- MOJOSHADER_irLabel label;
- MOJOSHADER_irDiscard discard;
- };
- /* MOJOSHADER_irMisc types. */
- struct MOJOSHADER_irExprList
- {
- MOJOSHADER_irNodeInfo ir; /* Always MOJOSHADER_IR_EXPRLIST */
- MOJOSHADER_irExpression *expr;
- MOJOSHADER_irExprList *next;
- };
- /* Wrap the whole category in a union for type "safety." */
- union MOJOSHADER_irMisc
- {
- MOJOSHADER_irNodeInfo ir;
- MOJOSHADER_irGeneric generic;
- MOJOSHADER_irExprList exprlist;
- };
- /* This is a catchall for all your needs. :) */
- union MOJOSHADER_irNode
- {
- MOJOSHADER_irNodeInfo ir;
- MOJOSHADER_irGeneric generic;
- MOJOSHADER_irExpression expr;
- MOJOSHADER_irStatement stmt;
- MOJOSHADER_irMisc misc;
- };
- /* Compiler interface... */
- /*
- * Structure used to return data from parsing of a shader...
- */
- /* !!! FIXME: most of these ints should be unsigned. */
- typedef struct MOJOSHADER_compileData
- {
- /*
- * The number of elements pointed to by (errors).
- */
- int error_count;
- /*
- * (error_count) elements of data that specify errors that were generated
- * by compiling this shader.
- * This can be NULL if there were no errors or if (error_count) is zero.
- */
- MOJOSHADER_error *errors;
- /*
- * The number of elements pointed to by (warnings).
- */
- int warning_count;
- /*
- * (warning_count) elements of data that specify errors that were
- * generated by compiling this shader.
- * This can be NULL if there were no errors or if (warning_count) is zero.
- */
- MOJOSHADER_error *warnings;
- /*
- * The name of the source profile used to compile the shader. Will be NULL
- * on error.
- */
- const char *source_profile;
- /*
- * Bytes of output from compiling. This will be a null-terminated ASCII
- * string of D3D assembly source code.
- */
- const char *output;
- /*
- * Byte count for output, not counting any null terminator.
- * Will be 0 on error.
- */
- int output_len;
- /*
- * 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 can be used by MOJOSHADER_assemble() to
- * generate a CTAB section in bytecode, which is needed by
- * MOJOSHADER_parseData() to handle some shaders. This can be NULL on
- * error or if (symbol_count) is zero.
- */
- MOJOSHADER_symbol *symbols;
- /*
- * 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_compileData;
- /*
- * This function is optional. Use this to compile high-level shader programs.
- *
- * This is intended to turn HLSL source code into D3D assembly code, which
- * can then be passed to MOJOSHADER_assemble() to convert it to D3D bytecode
- * (which can then be used with MOJOSHADER_parseData() to support other
- * shading targets).
- *
- * (srcprofile) specifies the source language of the shader. You can specify
- * a shader model with this, too. See MOJOSHADER_SRC_PROFILE_* constants.
- *
- * (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 high-level shader source code.
- * It does not need to be 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_compileData. The data supplied here is
- * sufficient to supply to MOJOSHADER_assemble() for further processing.
- * When you are done with this data, pass it to MOJOSHADER_freeCompileData()
- * to deallocate resources.
- *
- * 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_compileData object, which is still safe to pass to
- * MOJOSHADER_freeCompileData()).
- *
- * As compiling 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 compile several shaders on separate CPU cores
- * at the same time.
- */
- const MOJOSHADER_compileData *MOJOSHADER_compile(const char *srcprofile,
- const char *filename, const char *source,
- unsigned int sourcelen,
- const MOJOSHADER_preprocessorDefine *defs,
- 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 compile results when you are done with them.
- * This will call the MOJOSHADER_free function you provided to
- * MOJOSHADER_compile() 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_compile() is, too.
- */
- void MOJOSHADER_freeCompileData(const MOJOSHADER_compileData *data);
- /* OpenGL interface... */
- /*
- * Signature for function lookup callbacks. MojoShader will call a function
- * you provide to get OpenGL entry points (both standard functions and
- * extensions). Through this, MojoShader never links directly to OpenGL,
- * but relies on you to provide the implementation. This means you can
- * swap in different drivers, or hook functions (log every GL call MojoShader
- * makes, etc).
- *
- * (fnname) is the function name we want the address for ("glBegin" or
- * whatever. (data) is a void pointer you provide, if this callback needs
- * extra information. If you don't need it, you may specify NULL.
- *
- * Return the entry point on success, NULL if it couldn't be found.
- * Note that this could ask for standard entry points like glEnable(), or
- * extensions like glProgramLocalParameterI4ivNV(), so you might need
- * to check two places to find the desired entry point, depending on your
- * platform (Windows might need to look in OpenGL32.dll and use WGL, etc).
- */
- typedef void *(*MOJOSHADER_glGetProcAddress)(const char *fnname, void *data);
- /*
- * "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;
- /*
- * 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, via (lookup) and (d). 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.
- *
- * 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(MOJOSHADER_glGetProcAddress lookup, void *d,
- const char **profs, const int size);
- /*
- * Determine the best profile to use for the current system.
- *
- * 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 via (lookup) and (d). 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(MOJOSHADER_glGetProcAddress lookup, void *d);
- /*
- * 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 via (lookup) and (lookup_d), after which
- * it may call them at any time up until you call
- * MOJOSHADER_glDestroyContext(). The lookup function is neither stored nor
- * used by MojoShader after this function returns.
- *
- * (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. The pointer
- * you supply in (lookup_d) is passed as-is to the callback.
- *
- * 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
- * (malloc_d) parameter. This pointer is passed as-is to your (m) and (f)
- * functions.
- *
- * 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().
- *
- * 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.
- */
- MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
- MOJOSHADER_glGetProcAddress lookup,
- void *lookup_d,
- MOJOSHADER_malloc m, MOJOSHADER_free f,
- void *malloc_d);
- /*
- * You must call this before using the context that you got from
- * MOJOSHADER_glCreateContext(), and must use it when you switch to a new GL
- * context.
- *
- * 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);
- /*
- * 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.
- *
- * 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
- * error results from a failed MOJOSHADER_glCreateContext().
- */
- const char *MOJOSHADER_glGetError(void);
- /*
- * 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);
- /*
- * 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.
- * (swiz), (swizcount), (smap), and (smapcount) are passed to
- * MOJOSHADER_parse() unmolested.
- *
- * Returns NULL on error, or a shader handle on success.
- *
- * 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().
- *
- * Compiled shaders from this function may not be shared between contexts.
- */
- MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
- const unsigned int bufsize,
- const MOJOSHADER_swizzle *swiz,
- const unsigned int swizcount,
- const MOJOSHADER_samplerMap *smap,
- const unsigned int smapcount);
- /*
- * 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);
- /*
- * 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.
- *
- * It is illegal to give a vertex shader for (pshader) or a pixel shader
- * for (vshader).
- *
- * Once you have successfully linked a program, you may render with it.
- *
- * Returns NULL on error, or a program handle on success.
- *
- * 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().
- *
- * Linked programs from this function may not be shared between contexts.
- */
- MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
- MOJOSHADER_glShader *pshader);
- /*
- * 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.
- *
- * 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().
- */
- void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program);
- /*
- * This binds individual shaders as if you had linked them with
- * MOJOSHADER_glLinkProgram(), and used MOJOSHADER_glBindProgram() on the
- * linked result.
- *
- * MojoShader will handle linking behind the scenes, and keep a cache of
- * programs linked here. Programs are removed from this cache when one of the
- * invidual shaders in it is deleted, otherwise they remain cached so future
- * calls to this function don't need to relink a previously-used shader
- * grouping.
- *
- * This function is for convenience, as the API is closer to how Direct3D
- * works, and retrofitting linking into your app can be difficult;
- * frequently, you just end up building your own cache, anyhow.
- *
- * Calling with all shaders set to NULL is equivalent to calling
- * MOJOSHADER_glBindProgram(NULL).
- *
- * 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().
- */
- void MOJOSHADER_glBindShaders(MOJOSHADER_glShader *vshader,
- MOJOSHADER_glShader *pshader);
- /*
- * 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.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
- unsigned int vec4count);
- /*
- * Retrieve 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 space for (vec4count*4) floats.
- * (data) will be filled will current values in the register file. Results
- * are undefined if you request data past the end of the register file or
- * previously uninitialized registers.
- *
- * This is a "fast" call; we're just reading memory from internal memory. We
- * do not query the GPU or the GL for this information.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glGetVertexShaderUniformF(unsigned int idx, 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.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
- unsigned int ivec4count);
- /*
- * Retrieve 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 space for (ivec4count*4) ints.
- * (data) will be filled will current values in the register file. Results
- * are undefined if you request data past the end of the register file or
- * previously uninitialized registers.
- *
- * This is a "fast" call; we're just reading memory from internal memory. We
- * do not query the GPU or the GL for this information.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glGetVertexShaderUniformI(unsigned int idx, 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.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
- unsigned int bcount);
- /*
- * Retrieve 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".
- * This function will always return true values as 1, regardless of what
- * non-zero integer you originally used to set the registers.
- *
- * (idx) is the index into the internal array.
- * (data) is a pointer to space for (bcount) ints.
- * (data) will be filled will current values in the register file. Results
- * are undefined if you request data past the end of the register file or
- * previously uninitialized registers.
- *
- * This is a "fast" call; we're just reading memory from internal memory. We
- * do not query the GPU or the GL for this information.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glGetVertexShaderUniformB(unsigned int idx, int *data,
- unsigned int bcount);
- /*
- * 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.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
- unsigned int vec4count);
- /*
- * The equivalent of MOJOSHADER_glGetVertexShaderUniformF() for pixel
- * shaders. Other than using a different internal array that is specific
- * to pixel shaders, this functions just like its vertex array equivalent.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glGetPixelShaderUniformF(unsigned int idx, 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.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
- unsigned int ivec4count);
- /*
- * The equivalent of MOJOSHADER_glGetVertexShaderUniformI() for pixel
- * shaders. Other than using a different internal array that is specific
- * to pixel shaders, this functions just like its vertex array equivalent.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glGetPixelShaderUniformI(unsigned int idx, 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.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
- unsigned int bcount);
- /*
- * The equivalent of MOJOSHADER_glGetVertexShaderUniformB() for pixel
- * shaders. Other than using a different internal array that is specific
- * to pixel shaders, this functions just like its vertex array equivalent.
- *
- * 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().
- *
- * Uniforms are not shared between contexts.
- */
- void MOJOSHADER_glGetPixelShaderUniformB(unsigned int idx, int *data,
- unsigned int bcount);
- /*
- * Set up the vector for the TEXBEM opcode. Most apps can ignore this API.
- *
- * Shader Model 1.1 through 1.3 had an instruction for "fake bump mapping"
- * called TEXBEM. To use it, you had to set some sampler states,
- * D3DTSS_BUMPENVMATxx, which would be referenced by the opcode.
- *
- * This functionality was removed from Shader Model 1.4 and later, because
- * it was special-purpose and limited. The functionality could be built on
- * more general opcodes, and the sampler state could be supplied in a more
- * general uniform.
- *
- * However, to support this opcode, we supply a way to specify that sampler
- * state, and the OpenGL glue code does the right thing to pass that
- * information to the shader.
- *
- * This call maps to IDirect3DDevice::SetTextureStageState() with the
- * D3DTSS_BUMPENVMAT00, D3DTSS_BUMPENVMAT01, D3DTSS_BUMPENVMAT10,
- * D3DTSS_BUMPENVMAT11, D3DTSS_BUMPENVLSCALE, and D3DTSS_BUMPENVLOFFSET
- * targets. This is only useful for Shader Model < 1.4 pixel shaders, if
- * they use the TEXBEM or TEXBEML opcode. If you aren't sure, you don't need
- * this function.
- *
- * Like the rest of your uniforms, you must call MOJOSHADER_glProgramReady()
- * between setting new values and drawing with them.
- *
- * 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().
- *
- * These values are not shared between contexts.
- */
- void MOJOSHADER_glSetLegacyBumpMapEnv(unsigned int sampler, float mat00,
- float mat01, float mat10, float mat11,
- float lscale, float loffset);
- /*
- * 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).
- *
- * 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().
- *
- * Vertex attributes are not shared between contexts.
- */
- /* !!! FIXME: this should probably be "input" and not "attribute" */
- /* !!! FIXME: or maybe "vertex array" or something. */
- void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
- int index, unsigned int size,
- MOJOSHADER_attributeType type,
- int normalized, unsigned int stride,
- const void *ptr);
- /* These below functions are temporary and will be removed from the API once
- the real Effects API is written. Do not use! */
- void MOJOSHADER_glSetVertexPreshaderUniformF(unsigned int idx, const float *data,
- unsigned int vec4n);
- void MOJOSHADER_glGetVertexPreshaderUniformF(unsigned int idx, float *data,
- unsigned int vec4n);
- void MOJOSHADER_glSetPixelPreshaderUniformF(unsigned int idx, const float *data,
- unsigned int vec4n);
- void MOJOSHADER_glGetPixelPreshaderUniformF(unsigned int idx, float *data,
- unsigned int vec4n);
- /* These above functions are temporary and will be removed from the API once
- the real Effects API is written. Do not use! */
- /*
- * 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.
- *
- * 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().
- */
- void MOJOSHADER_glProgramReady(void);
- /*
- * Free the resources of a linked program. This will delete the GL object
- * and free memory.
- *
- * If the program is currently bound by MOJOSHADER_glBindProgram(), it will
- * be deleted as soon as it becomes unbound.
- *
- * 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().
- */
- void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program);
- /*
- * Free the resources of a compiled shader. This will delete the GL object
- * and free memory.
- *
- * If the shader is currently referenced by a linked program (or is currently
- * bound with MOJOSHADER_glBindShaders()), it will be deleted as soon as all
- * referencing programs are deleted and it is no longer bound, too.
- *
- * 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().
- */
- void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader);
- /*
- * Deinitialize MojoShader's OpenGL shader management.
- *
- * 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.
- *
- * 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!
- *
- * This function destroys the MOJOSHADER_glContext you pass it. If it's the
- * current context, then no context will be current upon return.
- *
- * 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.
- */
- void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *ctx);
- #ifdef __cplusplus
- }
- #endif
- #endif /* include-once blocker. */
- /* end of mojoshader.h ... */
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