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authorMichal Krol <[email protected]>2005-03-25 12:03:58 +0000
committerMichal Krol <[email protected]>2005-03-25 12:03:58 +0000
commit675f802542679665eb2df9541617bf5be609bf41 (patch)
tree274fdd6e2447d4cb69ac07fd1edde8c0f0758f3f /src/mesa/shader/slang
parent116986bad573f0b6b2ca10bcf9785b051d7774d8 (diff)
fix comments; disable DLL linkage for WIN32
Diffstat (limited to 'src/mesa/shader/slang')
-rwxr-xr-xsrc/mesa/shader/slang/Public/ShaderLang.h100
1 files changed, 51 insertions, 49 deletions
diff --git a/src/mesa/shader/slang/Public/ShaderLang.h b/src/mesa/shader/slang/Public/ShaderLang.h
index b7345fd9dd7..34b1688e877 100755
--- a/src/mesa/shader/slang/Public/ShaderLang.h
+++ b/src/mesa/shader/slang/Public/ShaderLang.h
@@ -1,4 +1,4 @@
-//
+/*
//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
//All rights reserved.
//
@@ -30,7 +30,7 @@
//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_
@@ -38,39 +38,41 @@
#ifdef _WIN32
#define C_DECL __cdecl
-#ifdef SH_EXPORTING
+/*#ifdef SH_EXPORTING
#define SH_IMPORT_EXPORT __declspec(dllexport)
#else
#define SH_IMPORT_EXPORT __declspec(dllimport)
-#endif
+#endif*/
+/* disable DLL linking */
+#define SH_IMPORT_EXPORT
#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();
-//
+/*
// Types of languages the compiler can consume.
-//
+*/
typedef enum {
EShLangVertex,
EShLangFragment,
@@ -79,9 +81,9 @@ typedef enum {
EShLangCount
} EShLanguage;
-//
+/*
// Types of output the linker will create.
-//
+*/
typedef enum {
EShExVertexFragment,
EShExPackFragment,
@@ -89,20 +91,20 @@ 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;
@@ -110,10 +112,10 @@ 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,
@@ -121,25 +123,25 @@ 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[],
@@ -150,49 +152,49 @@ SH_IMPORT_EXPORT int ShCompile(
);
-//
+/*
// 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);
enum TDebugOptions {
@@ -207,4 +209,4 @@ enum TDebugOptions {
}
#endif
-#endif // _COMPILER_INTERFACE_INCLUDED_
+#endif /* _COMPILER_INTERFACE_INCLUDED_ */