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/**
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* MojoShader; generate shader programs from bytecode of compiled
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* Direct3D shaders.
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*
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* Please see the file LICENSE.txt in the source's root directory.
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*
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* This file written by Ryan C. Gordon.
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*/
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#include <stdio.h>
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#include "mojoshader.h"
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#include "SDL.h"
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static void *lookup(const char *fnname, void *unused)
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{
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(void) unused;
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return SDL_GL_GetProcAddress(fnname);
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} // lookup
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static int check_available(void)
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{
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const char **avail = NULL;
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int total = MOJOSHADER_glAvailableProfiles(lookup, NULL, NULL, 0, NULL, NULL, NULL);
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if (total > 0)
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{
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avail = (const char **) alloca(sizeof (const char *) * total);
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total = MOJOSHADER_glAvailableProfiles(lookup, NULL, avail, total, NULL, NULL, NULL);
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} // if
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if (total <= 0)
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fprintf(stderr, "No profiles available.\n");
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else
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{
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int i;
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for (i = 0; i < total; i++)
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{
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printf("%s (Shader Model %d)\n", avail[i],
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MOJOSHADER_maxShaderModel(avail[i]));
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} // for
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} // else
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return 0;
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} // check_available
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int main(int argc, char **argv)
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{
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int retval = 1;
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#if 0
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printf("MojoShader availableprofile\n");
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printf("Compiled against changeset %s\n", MOJOSHADER_CHANGESET);
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printf("Linked against changeset %s\n", MOJOSHADER_changeset());
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printf("\n");
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#endif
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SDL_Window *sdlwindow = NULL;
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if (SDL_Init(SDL_INIT_VIDEO) == -1)
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fprintf(stderr, "SDL_Init() error: %s\n", SDL_GetError());
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else if (SDL_GL_LoadLibrary(NULL) == -1)
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fprintf(stderr, "SDL_GL_LoadLibrary() error: %s\n", SDL_GetError());
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else if ((sdlwindow = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL)) == NULL)
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fprintf(stderr, "SDL_CreateWindow() error: %s\n", SDL_GetError());
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else if (SDL_GL_CreateContext(sdlwindow) == NULL)
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fprintf(stderr, "SDL_GL_CreateContext() error: %s\n", SDL_GetError());
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else
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retval = check_available();
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SDL_Quit();
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return retval;
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} // main
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// end of availableprofiles.c ...
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