f53df7da64
Code submissions have continually suffered from formatting inconsistencies that constantly have to be addressed. Using clang-format simplifies this by making code formatting more consistent, and allows automation of the code formatting so that maintainers can focus more on the code itself instead of code formatting.
89 lines
2.6 KiB
C
89 lines
2.6 KiB
C
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#pragma once
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/*
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* Parses shaders into GLSL. Shaders are almost identical to HLSL
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* model 5 so it requires quite a bit of tweaking to convert correctly.
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* Takes the parsed shader data, and builds a GLSL string out of it.
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*/
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#include <util/dstr.h>
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#include <graphics/shader-parser.h>
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struct gl_parser_attrib {
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struct dstr name;
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const char *mapping;
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bool input;
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};
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static inline void gl_parser_attrib_init(struct gl_parser_attrib *attr)
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{
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memset(attr, 0, sizeof(struct gl_parser_attrib));
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}
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static inline void gl_parser_attrib_free(struct gl_parser_attrib *attr)
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{
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dstr_free(&attr->name);
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}
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struct gl_shader_parser {
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enum gs_shader_type type;
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const char *input_prefix;
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const char *output_prefix;
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struct shader_parser parser;
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struct dstr gl_string;
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DARRAY(uint32_t) texture_samplers;
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DARRAY(struct gl_parser_attrib) attribs;
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};
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static inline void gl_shader_parser_init(struct gl_shader_parser *glsp,
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enum gs_shader_type type)
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{
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glsp->type = type;
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if (type == GS_SHADER_VERTEX) {
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glsp->input_prefix = "_input_attrib";
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glsp->output_prefix = "_vertex_shader_attrib";
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} else if (type == GS_SHADER_PIXEL) {
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glsp->input_prefix = "_vertex_shader_attrib";
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glsp->output_prefix = "_pixel_shader_attrib";
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}
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shader_parser_init(&glsp->parser);
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dstr_init(&glsp->gl_string);
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da_init(glsp->texture_samplers);
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da_init(glsp->attribs);
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}
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static inline void gl_shader_parser_free(struct gl_shader_parser *glsp)
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{
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size_t i;
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for (i = 0; i < glsp->attribs.num; i++)
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gl_parser_attrib_free(glsp->attribs.array + i);
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da_free(glsp->attribs);
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da_free(glsp->texture_samplers);
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dstr_free(&glsp->gl_string);
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shader_parser_free(&glsp->parser);
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}
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extern bool gl_shader_parse(struct gl_shader_parser *glsp,
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const char *shader_str, const char *file);
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