6e8fbca745
match the genesis editor version 1.3.0.653.
223 lines
5.7 KiB
C++
223 lines
5.7 KiB
C++
// Copyright (c) The HLSL2GLSLFork Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE.txt file.
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#ifndef _HLSL2GLSL_INTERFACE_INCLUDED_
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#define _HLSL2GLSL_INTERFACE_INCLUDED_
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#ifdef _WIN32
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#define C_DECL __cdecl
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#define SH_IMPORT_EXPORT
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#else
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#define SH_IMPORT_EXPORT
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#define __fastcall
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#define C_DECL
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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/// Types of languages the HLSL2GLSL translator can consume.
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typedef enum
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{
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EShLangVertex,
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EShLangFragment,
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EShLangCount,
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} EShLanguage;
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/// Binding table. This can be used for locating attributes, uniforms, globals, etc., as needed.
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typedef struct
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{
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char* name;
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int binding;
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} ShBinding;
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typedef struct
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{
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int numBindings;
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ShBinding* bindings; // array of bindings
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} ShBindingTable;
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/// GLSL shader variable types
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/// NOTE: these are ordered to exactly match the internal enums
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typedef enum
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{
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EShTypeVoid,
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EShTypeBool,
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EShTypeBVec2,
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EShTypeBVec3,
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EShTypeBVec4,
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EShTypeInt,
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EShTypeIVec2,
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EShTypeIVec3,
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EShTypeIVec4,
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EShTypeFloat,
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EShTypeVec2,
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EShTypeVec3,
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EShTypeVec4,
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EShTypeMat2,
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EShTypeMat3,
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EShTypeMat4,
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EShTypeSampler,
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EShTypeSampler1D,
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EShTypeSampler2D,
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EShTypeSampler3D,
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EShTypeSamplerCube,
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EShTypeStruct
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} EShType;
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/// HLSL attribute semantics
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/// NOTE: these are ordered to exactly match the internal tables
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enum EAttribSemantic
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{
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EAttrSemNone,
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EAttrSemPosition,
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EAttrSemVPos,
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EAttrSemVFace,
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EAttrSemNormal,
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EAttrSemColor0,
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EAttrSemColor1,
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EAttrSemColor2,
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EAttrSemColor3,
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EAttrSemTex0,
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EAttrSemTex1,
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EAttrSemTex2,
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EAttrSemTex3,
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EAttrSemTex4,
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EAttrSemTex5,
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EAttrSemTex6,
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EAttrSemTex7,
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EAttrSemTex8,
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EAttrSemTex9,
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EAttrSemTangent,
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EAttrSemBinormal,
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EAttrSemBlendWeight,
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EAttrSemBlendIndices,
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EAttrSemDepth,
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EAttrSemSize,
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EAttrSemUnknown,
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EAttrSemCount
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};
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/// Uniform info struct
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typedef struct
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{
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char *name;
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char *semantic;
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EShType type;
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int arraySize;
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float *init;
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void *annt;
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} ShUniformInfo;
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/// Translation options
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enum TTranslateOptions
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{
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ETranslateOpNone = 0,
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ETranslateOpIntermediate = (1<<0),
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ETranslateOpUsePrecision = (1<<1),
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};
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/// Generic opaque handle. This type is used for handles to the parser/translator.
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/// If handle creation fails, 0 will be returned.
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class HlslCrossCompiler;
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typedef HlslCrossCompiler* ShHandle;
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/// Initialize the HLSL2GLSL translator. This function must be called once prior to calling any other
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/// HLSL2GLSL translator functions
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/// \return
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/// 1 on success, 0 on failure
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_Initialize();
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/// Finalize the HLSL2GLSL translator. This function should be called to de-initialize the HLSL2GLSL
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/// translator and should only be called once on shutdown.
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/// \return
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/// 1 on success, 0 on failure
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_Finalize();
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/// Construct a compiler for the given language (one per shader)
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SH_IMPORT_EXPORT ShHandle C_DECL Hlsl2Glsl_ConstructCompiler( const EShLanguage language );
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SH_IMPORT_EXPORT void C_DECL Hlsl2Glsl_DestructCompiler( ShHandle handle );
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/// Parse HLSL shader to prepare it for final translation.
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_Parse( const ShHandle handle,
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const char* shaderString,
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int option );
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/// After parsing a HLSL shader, do the final translation to GLSL.
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_Translate( const ShHandle handle, const char* entry, int options );
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/// After translating HLSL shader(s), retrieve the translated GLSL source.
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SH_IMPORT_EXPORT const char* C_DECL Hlsl2Glsl_GetShader( const ShHandle handle );
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SH_IMPORT_EXPORT const char* C_DECL Hlsl2Glsl_GetInfoLog( const ShHandle handle );
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/// After translating, retrieve the number of uniforms
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_GetUniformCount( const ShHandle handle );
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/// After translating, retrieve the uniform info table
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SH_IMPORT_EXPORT const ShUniformInfo* C_DECL Hlsl2Glsl_GetUniformInfo( const ShHandle handle );
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/// Instead of mapping HLSL attributes to GLSL fixed-function attributes, this function can be used to
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/// override the attribute mapping. This tells the code generator to use user-defined attributes for
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/// the semantics that are specified.
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///
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/// \param handle
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/// Handle to the compiler. This should be called BEFORE calling Hlsl2Glsl_Translate
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/// \param pSemanticEnums
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/// Array of semantic enums to set
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/// \param pSemanticNames
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/// Array of user attribute names to use
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/// \param nNumSemantics
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/// Number of semantics to set in the arrays
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/// \return
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/// 1 on success, 0 on failure
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_SetUserAttributeNames ( ShHandle handle,
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const EAttribSemantic *pSemanticEnums,
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const char *pSemanticNames[],
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int nNumSemantics );
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/// Instead of using OpenGL fixed-function varyings (such as gl_TexCoord[x]), use user named varyings
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/// instead.
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///
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/// \param handle
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/// Handle to the compiler. This should be called BEFORE calling Hlsl2Glsl_Translate
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/// \param bUseUserVarying
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/// If true, all user varyings will be used. If false, the translator will attempt to use
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/// GL fixed-function varyings
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/// \return
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/// 1 on success, 0 on failure
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SH_IMPORT_EXPORT int C_DECL Hlsl2Glsl_UseUserVaryings ( ShHandle handle,
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bool bUseUserVaryings );
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#ifdef __cplusplus
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}
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#endif
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#endif // _HLSL2GLSL_INTERFACE_INCLUDED_
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