From: Michal Krol Date: Fri, 25 Mar 2005 12:03:58 +0000 (+0000) Subject: fix comments; disable DLL linkage for WIN32 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=675f802542679665eb2df9541617bf5be609bf41;p=mesa.git fix comments; disable DLL linkage for WIN32 --- 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_ */