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Allow app to specify a base filename for error messages.
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icculus committed Feb 12, 2009
1 parent 3af56d1 commit 4264a97f7b08ada4925d67880625a98d30017516

File 3 of 6 in 4264a97

@@ -329,7 +329,8 @@ typedef struct MOJOSHADER_error
const char *error;

/*
* Filename where error happened.
* Filename where error happened. This can be NULL if the information
* isn't available.
*/
const char *filename;

@@ -747,7 +748,14 @@ typedef void (*MOJOSHADER_includeClose)(const char *data,
*
* This function maps to D3DXPreprocessShader().
*
* (source) is an ASCII string of text to preprocess. It does not need to be
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
* actually access this file, as we obtain our data from (source). This
* string is copied when we need to report errors while processing (source),
* as opposed to errors in a file referenced via the #include directive in
* (source). If this is NULL, then errors will report the filename as NULL,
* too.
*
* (source) is an string of UTF-8 text to preprocess. It does not need to be
* NULL-terminated.
*
* (sourcelen) is the length of the string pointed to by (source), in bytes.
@@ -781,8 +789,8 @@ typedef void (*MOJOSHADER_includeClose)(const char *data,
* call. This allows you to preprocess several shaders on separate CPU cores
* at the same time.
*/
const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *source,
unsigned int sourcelen,
const MOJOSHADER_preprocessData *MOJOSHADER_preprocess(const char *filename,
const char *source, unsigned int sourcelen,
const MOJOSHADER_preprocessorDefine **defines,
unsigned int define_count,
MOJOSHADER_includeOpen include_open,
@@ -808,7 +816,14 @@ void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);
* This function is optional. Use this to convert Direct3D shader assembly
* language into bytecode, which can be handled by MOJOSHADER_parse().
*
* (source) is an ASCII string of valid Direct3D shader assembly source code.
* (filename) is a NULL-terminated UTF-8 filename. It can be NULL. We do not
* actually access this file, as we obtain our data from (source). This
* string is copied when we need to report errors while processing (source),
* as opposed to errors in a file referenced via the #include directive in
* (source). If this is NULL, then errors will report the filename as NULL,
* too.
*
* (source) is an UTF-8 string of valid Direct3D shader assembly source code.
* It does not need to be NULL-terminated.
*
* (sourcelen) is the length of the string pointed to by (source), in bytes.
@@ -854,8 +869,8 @@ void MOJOSHADER_freePreprocessData(const MOJOSHADER_preprocessData *data);
* call. This allows you to assemble several shaders on separate CPU cores
* at the same time.
*/
const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *source,
unsigned int sourcelen,
const MOJOSHADER_parseData *MOJOSHADER_assemble(const char *filename,
const char *source, unsigned int sourcelen,
const char **comments, unsigned int comment_count,
const MOJOSHADER_symbol *symbols,
unsigned int symbol_count,

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