fix comments; disable DLL linkage for WIN32
This commit is contained in:
@@ -1,4 +1,4 @@
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//
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/*
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//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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//All rights reserved.
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//
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@@ -30,7 +30,7 @@
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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*/
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#ifndef _COMPILER_INTERFACE_INCLUDED_
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#define _COMPILER_INTERFACE_INCLUDED_
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@@ -38,39 +38,41 @@
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#ifdef _WIN32
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#define C_DECL __cdecl
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#ifdef SH_EXPORTING
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/*#ifdef SH_EXPORTING
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#define SH_IMPORT_EXPORT __declspec(dllexport)
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#else
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#define SH_IMPORT_EXPORT __declspec(dllimport)
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#endif
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#endif*/
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/* disable DLL linking */
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#define SH_IMPORT_EXPORT
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#else
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#define SH_IMPORT_EXPORT
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#define __fastcall
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#define C_DECL
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#endif
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//
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/*
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// This is the platform independent interface between an OGL driver
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// and the shading language compiler/linker.
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//
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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//
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/*
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// Driver must call this first, once, before doing any other
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// compiler/linker operations.
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//
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*/
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SH_IMPORT_EXPORT int ShInitialize();
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//
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/*
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// Driver should call this at shutdown.
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//
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*/
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SH_IMPORT_EXPORT int __fastcall ShFinalize();
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//
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/*
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// Types of languages the compiler can consume.
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//
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*/
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typedef enum {
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EShLangVertex,
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EShLangFragment,
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@@ -79,9 +81,9 @@ typedef enum {
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EShLangCount
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} EShLanguage;
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//
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/*
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// Types of output the linker will create.
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//
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*/
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typedef enum {
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EShExVertexFragment,
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EShExPackFragment,
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@@ -89,20 +91,20 @@ typedef enum {
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EShExFragment
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} EShExecutable;
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//
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/*
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// Optimization level for the compiler.
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//
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*/
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typedef enum {
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EShOptNoGeneration,
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EShOptNone,
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EShOptSimple, // Optimizations that can be done quickly
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EShOptFull // Optimizations that will take more time
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EShOptSimple, /* Optimizations that can be done quickly */
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EShOptFull /* Optimizations that will take more time */
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} EShOptimizationLevel;
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//
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/*
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// Build a table for bindings. This can be used for locating
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// attributes, uniforms, globals, etc., as needed.
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//
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*/
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typedef struct {
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char* name;
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int binding;
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@@ -110,10 +112,10 @@ typedef struct {
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typedef struct {
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int numBindings;
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ShBinding* bindings; // array of bindings
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ShBinding* bindings; /* array of bindings */
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} ShBindingTable;
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//
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/*
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// ShHandle held by but opaque to the driver. It is allocated,
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// managed, and de-allocated by the compiler/linker. It's contents
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// are defined by and used by the compiler and linker. For example,
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@@ -121,25 +123,25 @@ typedef struct {
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// to the linker can be stored where ShHandle points.
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//
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// If handle creation fails, 0 will be returned.
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//
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*/
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typedef void* ShHandle;
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//
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/*
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// Driver calls these to create and destroy compiler/linker
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// objects.
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//
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SH_IMPORT_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int debugOptions); // one per shader
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SH_IMPORT_EXPORT ShHandle ShConstructLinker(const EShExecutable, int debugOptions); // one per shader pair
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SH_IMPORT_EXPORT ShHandle ShConstructUniformMap(); // one per uniform namespace (currently entire program object)
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*/
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SH_IMPORT_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int debugOptions); /* one per shader */
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SH_IMPORT_EXPORT ShHandle ShConstructLinker(const EShExecutable, int debugOptions); /* one per shader pair */
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SH_IMPORT_EXPORT ShHandle ShConstructUniformMap(); /* one per uniform namespace (currently entire program object) */
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SH_IMPORT_EXPORT void ShDestruct(ShHandle);
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//
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/*
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// The return value of ShCompile is boolean, indicating
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// success or failure.
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//
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// The info-log should be written by ShCompile into
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// ShHandle, so it can answer future queries.
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//
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*/
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SH_IMPORT_EXPORT int ShCompile(
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const ShHandle,
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const char* const shaderStrings[],
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@@ -150,49 +152,49 @@ SH_IMPORT_EXPORT int ShCompile(
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);
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//
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/*
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// Similar to ShCompile, but accepts an opaque handle to an
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// intermediate language structure.
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//
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*/
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SH_IMPORT_EXPORT int ShCompileIntermediate(
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ShHandle compiler,
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ShHandle intermediate,
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const EShOptimizationLevel,
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int debuggable // boolean
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int debuggable /* boolean */
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);
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SH_IMPORT_EXPORT int ShLink(
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const ShHandle, // linker object
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const ShHandle h[], // compiler objects to link together
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const ShHandle, /* linker object */
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const ShHandle h[], /* compiler objects to link together */
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const int numHandles,
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ShHandle uniformMap, // updated with new uniforms
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short int** uniformsAccessed, // returned with indexes of uniforms accessed
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ShHandle uniformMap, /* updated with new uniforms */
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short int** uniformsAccessed, /* returned with indexes of uniforms accessed */
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int* numUniformsAccessed);
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//
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/*
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// ShSetEncrpytionMethod is a place-holder for specifying
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// how source code is encrypted.
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//
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*/
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SH_IMPORT_EXPORT void ShSetEncryptionMethod(ShHandle);
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//
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/*
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// All the following return 0 if the information is not
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// available in the object passed down, or the object is bad.
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//
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*/
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SH_IMPORT_EXPORT const char* ShGetInfoLog(const ShHandle);
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SH_IMPORT_EXPORT const void* ShGetExecutable(const ShHandle);
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SH_IMPORT_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*); // to detect user aliasing
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SH_IMPORT_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*); // to force any physical mappings
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SH_IMPORT_EXPORT int ShGetPhysicalAttributeBindings(const ShHandle, const ShBindingTable**); // for all attributes
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//
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SH_IMPORT_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*); /* to detect user aliasing */
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SH_IMPORT_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*); /* to force any physical mappings */
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SH_IMPORT_EXPORT int ShGetPhysicalAttributeBindings(const ShHandle, const ShBindingTable**); /* for all attributes */
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/*
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// Tell the linker to never assign a vertex attribute to this list of physical attributes
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//
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*/
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SH_IMPORT_EXPORT int ShExcludeAttributes(const ShHandle, int *attributes, int count);
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//
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/*
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// Returns the location ID of the named uniform.
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// Returns -1 if error.
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//
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*/
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SH_IMPORT_EXPORT int ShGetUniformLocation(const ShHandle uniformMap, const char* name);
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enum TDebugOptions {
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@@ -207,4 +209,4 @@ enum TDebugOptions {
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}
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#endif
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#endif // _COMPILER_INTERFACE_INCLUDED_
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#endif /* _COMPILER_INTERFACE_INCLUDED_ */
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