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-rwxr-xr-xsrc/mesa/shader/slang/Public/ShaderLang.h134
1 files changed, 56 insertions, 78 deletions
diff --git a/src/mesa/shader/slang/Public/ShaderLang.h b/src/mesa/shader/slang/Public/ShaderLang.h
index 1cda3d9e30..b7345fd9dd 100755
--- a/src/mesa/shader/slang/Public/ShaderLang.h
+++ b/src/mesa/shader/slang/Public/ShaderLang.h
@@ -1,5 +1,5 @@
-/*
-//Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
+//
+//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
@@ -30,69 +30,47 @@
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
-*/
+//
#ifndef _COMPILER_INTERFACE_INCLUDED_
#define _COMPILER_INTERFACE_INCLUDED_
+#include "../Include/ResourceLimits.h"
#ifdef _WIN32
#define C_DECL __cdecl
-#define SH_IMPORT_EXPORT
+#ifdef SH_EXPORTING
+ #define SH_IMPORT_EXPORT __declspec(dllexport)
+#else
+ #define SH_IMPORT_EXPORT __declspec(dllimport)
+#endif
#else
#define SH_IMPORT_EXPORT
#define __fastcall
#define C_DECL
#endif
-/*
+//
// This is the platform independent interface between an OGL driver
// and the shading language compiler/linker.
-*/
+//
#ifdef __cplusplus
extern "C" {
#endif
-/*
+//
// Driver must call this first, once, before doing any other
// compiler/linker operations.
-*/
+//
SH_IMPORT_EXPORT int ShInitialize();
-/*
+//
// Driver should call this at shutdown.
-*/
+//
SH_IMPORT_EXPORT int __fastcall ShFinalize();
-/*
-// to be used for hardwareDataType and userDataType by ICD
-*/
-typedef enum {
- EFloat,
- EInt,
- EBool,
- EFloat_Vec2,
- EFloat_Vec3,
- EFloat_Vec4,
- EInt_Vec2,
- EInt_Vec3,
- EInt_Vec4,
- EBool_Vec2,
- EBool_Vec3,
- EBool_Vec4,
- EFloat_Mat2,
- EFloat_Mat3,
- EFloat_Mat4,
- ESampler_1D,
- ESampler_2D,
- ESampler_3D,
- ESampler_Cube,
- ESampler_1D_Shadow,
- ESampler_2D_Shadow,
- EStruct
-} ShBasicType;
-
-/*
+
+//
// Types of languages the compiler can consume.
-*/
+//
typedef enum {
EShLangVertex,
EShLangFragment,
@@ -101,9 +79,9 @@ typedef enum {
EShLangCount
} EShLanguage;
-/*
+//
// Types of output the linker will create.
-*/
+//
typedef enum {
EShExVertexFragment,
EShExPackFragment,
@@ -111,20 +89,20 @@ typedef enum {
EShExFragment
} EShExecutable;
-/*
+//
// Optimization level for the compiler.
-*/
+//
typedef enum {
EShOptNoGeneration,
EShOptNone,
- EShOptSimple, /* Optimizations that can be done quickly */
- EShOptFull /* Optimizations that will take more time */
+ EShOptSimple, // Optimizations that can be done quickly
+ EShOptFull // Optimizations that will take more time
} EShOptimizationLevel;
-/*
+//
// Build a table for bindings. This can be used for locating
// attributes, uniforms, globals, etc., as needed.
-*/
+//
typedef struct {
char* name;
int binding;
@@ -132,10 +110,10 @@ typedef struct {
typedef struct {
int numBindings;
- ShBinding* bindings; /* array of bindings */
+ ShBinding* bindings; // array of bindings
} ShBindingTable;
-/*
+//
// ShHandle held by but opaque to the driver. It is allocated,
// managed, and de-allocated by the compiler/linker. It's contents
// are defined by and used by the compiler and linker. For example,
@@ -143,79 +121,79 @@ typedef struct {
// to the linker can be stored where ShHandle points.
//
// If handle creation fails, 0 will be returned.
-*/
+//
typedef void* ShHandle;
-/*
+//
// Driver calls these to create and destroy compiler/linker
// objects.
-*/
-SH_IMPORT_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int debugOptions); /* one per shader */
-SH_IMPORT_EXPORT ShHandle ShConstructLinker(const EShExecutable, int debugOptions); /* one per shader pair */
-SH_IMPORT_EXPORT ShHandle ShConstructUniformMap(); /* one per uniform namespace (currently entire program object) */
+//
+SH_IMPORT_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int debugOptions); // one per shader
+SH_IMPORT_EXPORT ShHandle ShConstructLinker(const EShExecutable, int debugOptions); // one per shader pair
+SH_IMPORT_EXPORT ShHandle ShConstructUniformMap(); // one per uniform namespace (currently entire program object)
SH_IMPORT_EXPORT void ShDestruct(ShHandle);
-/*
+//
// The return value of ShCompile is boolean, indicating
// success or failure.
//
// The info-log should be written by ShCompile into
// ShHandle, so it can answer future queries.
-*/
+//
SH_IMPORT_EXPORT int ShCompile(
const ShHandle,
const char* const shaderStrings[],
const int numStrings,
const EShOptimizationLevel,
+ const TBuiltInResource *resources,
int debugOptions
);
-/*
+//
// Similar to ShCompile, but accepts an opaque handle to an
// intermediate language structure.
-*/
+//
SH_IMPORT_EXPORT int ShCompileIntermediate(
ShHandle compiler,
ShHandle intermediate,
const EShOptimizationLevel,
- int debuggable /* boolean */
+ int debuggable // boolean
);
SH_IMPORT_EXPORT int ShLink(
- const ShHandle, /* linker object */
- const ShHandle h[], /* compiler objects to link together */
+ const ShHandle, // linker object
+ const ShHandle h[], // compiler objects to link together
const int numHandles,
- ShHandle uniformMap, /* updated with new uniforms */
- short int** uniformsAccessed, /* returned with indexes of uniforms accessed */
+ ShHandle uniformMap, // updated with new uniforms
+ short int** uniformsAccessed, // returned with indexes of uniforms accessed
int* numUniformsAccessed);
-/*
+//
// ShSetEncrpytionMethod is a place-holder for specifying
// how source code is encrypted.
-*/
+//
SH_IMPORT_EXPORT void ShSetEncryptionMethod(ShHandle);
-/*
+//
// All the following return 0 if the information is not
// available in the object passed down, or the object is bad.
-*/
+//
SH_IMPORT_EXPORT const char* ShGetInfoLog(const ShHandle);
SH_IMPORT_EXPORT const void* ShGetExecutable(const ShHandle);
-SH_IMPORT_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*); /* to detect user aliasing */
-SH_IMPORT_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*); /* to force any physical mappings */
-SH_IMPORT_EXPORT int ShGetPhysicalAttributeBindings(const ShHandle, const ShBindingTable**); /* for all attributes */
-/*
+SH_IMPORT_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*); // to detect user aliasing
+SH_IMPORT_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*); // to force any physical mappings
+SH_IMPORT_EXPORT int ShGetPhysicalAttributeBindings(const ShHandle, const ShBindingTable**); // for all attributes
+//
// Tell the linker to never assign a vertex attribute to this list of physical attributes
-*/
+//
SH_IMPORT_EXPORT int ShExcludeAttributes(const ShHandle, int *attributes, int count);
-/*
+//
// Returns the location ID of the named uniform.
// Returns -1 if error.
-*/
+//
SH_IMPORT_EXPORT int ShGetUniformLocation(const ShHandle uniformMap, const char* name);
-SH_IMPORT_EXPORT char* ShGetUniformName(const ShHandle linker, int virtualLocation);
enum TDebugOptions {
EDebugOpNone = 0x000,
@@ -229,4 +207,4 @@ enum TDebugOptions {
}
#endif
-#endif /* _COMPILER_INTERFACE_INCLUDED_ */
+#endif // _COMPILER_INTERFACE_INCLUDED_