/* * Mesa 3-D graphics library * Version: 6.5.1 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Gareth Hughes */ /* * This generates an asm version of mtypes.h (called matypes.h), so that * Mesa's x86 assembly code can access the internal structures easily. * This will be particularly useful when developing new x86 asm code for * Mesa, including lighting, clipping, texture image conversion etc. */ #include "main/glheader.h" #include "main/mtypes.h" #include "tnl/t_context.h" #undef offsetof #define offsetof( type, member ) ((size_t) &((type *)0)->member) #define OFFSET_HEADER( x ) \ do { \ printf( "\n" ); \ printf( "\n" ); \ printf( "/* =====================================================" \ "========\n" ); \ printf( " * Offsets for %s\n", x ); \ printf( " */\n" ); \ printf( "\n" ); \ } while (0) #define DEFINE_HEADER( x ) \ do { \ printf( "\n" ); \ printf( "/*\n" ); \ printf( " * Flags for %s\n", x ); \ printf( " */\n" ); \ printf( "\n" ); \ } while (0) #if defined(__BEOS__) || defined(__HAIKU__) || defined(_LP64) #define OFFSET( s, t, m ) \ printf( "#define %s\t%ld\n", s, offsetof( t, m ) ); #else #define OFFSET( s, t, m ) \ printf( "#define %s\t%d\n", s, offsetof( t, m ) ); #endif #if defined(__BEOS__) || defined(__HAIKU__) || defined(_LP64) #define SIZEOF( s, t ) \ printf( "#define %s\t%ld\n", s, sizeof(t) ); #else #define SIZEOF( s, t ) \ printf( "#define %s\t%d\n", s, sizeof(t) ); #endif #define DEFINE( s, d ) \ printf( "#define %s\t0x%x\n", s, d ); int main( int argc, char **argv ) { printf( "/*\n" ); printf( " * This file is automatically generated from the Mesa internal type\n" ); printf( " * definitions. Do not edit directly.\n" ); printf( " */\n" ); printf( "\n" ); printf( "#ifndef __ASM_TYPES_H__\n" ); printf( "#define __ASM_TYPES_H__\n" ); printf( "\n" ); /* GLcontext offsets: */ OFFSET_HEADER( "GLcontext" ); OFFSET( "CTX_DRIVER_CTX ", GLcontext, DriverCtx ); printf( "\n" ); OFFSET( "CTX_LIGHT_ENABLED ", GLcontext, Light.Enabled ); OFFSET( "CTX_LIGHT_SHADE_MODEL ", GLcontext, Light.ShadeModel ); OFFSET( "CTX_LIGHT_COLOR_MAT_FACE ", GLcontext, Light.ColorMaterialFace ); OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", GLcontext, Light.ColorMaterialMode ); OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", GLcontext, Light.ColorMaterialBitmask ); OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", GLcontext, Light.ColorMaterialEnabled ); OFFSET( "CTX_LIGHT_ENABLED_LIST ", GLcontext, Light.EnabledList ); OFFSET( "CTX_LIGHT_NEED_VERTS ", GLcontext, Light._NeedVertices ); OFFSET( "CTX_LIGHT_FLAGS ", GLcontext, Light._Flags ); OFFSET( "CTX_LIGHT_BASE_COLOR ", GLcontext, Light._BaseColor ); /* struct vertex_buffer offsets: */ OFFSET_HEADER( "struct vertex_buffer" ); OFFSET( "VB_SIZE ", struct vertex_buffer, Size ); OFFSET( "VB_COUNT ", struct vertex_buffer, Count ); printf( "\n" ); OFFSET( "VB_ELTS ", struct vertex_buffer, Elts ); OFFSET( "VB_OBJ_PTR ", struct vertex_buffer, ObjPtr ); OFFSET( "VB_EYE_PTR ", struct vertex_buffer, EyePtr ); OFFSET( "VB_CLIP_PTR ", struct vertex_buffer, ClipPtr ); OFFSET( "VB_PROJ_CLIP_PTR ", struct vertex_buffer, NdcPtr ); OFFSET( "VB_CLIP_OR_MASK ", struct vertex_buffer, ClipOrMask ); OFFSET( "VB_CLIP_MASK ", struct vertex_buffer, ClipMask ); OFFSET( "VB_NORMAL_PTR ", struct vertex_buffer, NormalPtr ); OFFSET( "VB_EDGE_FLAG ", struct vertex_buffer, EdgeFlag ); OFFSET( "VB_TEX0_COORD_PTR ", struct vertex_buffer, TexCoordPtr[0] ); OFFSET( "VB_TEX1_COORD_PTR ", struct vertex_buffer, TexCoordPtr[1] ); OFFSET( "VB_TEX2_COORD_PTR ", struct vertex_buffer, TexCoordPtr[2] ); OFFSET( "VB_TEX3_COORD_PTR ", struct vertex_buffer, TexCoordPtr[3] ); OFFSET( "VB_INDEX_PTR ", struct vertex_buffer, IndexPtr ); OFFSET( "VB_COLOR_PTR ", struct vertex_buffer, ColorPtr ); OFFSET( "VB_SECONDARY_COLOR_PTR ", struct vertex_buffer, SecondaryColorPtr ); OFFSET( "VB_FOG_COORD_PTR ", struct vertex_buffer, FogCoordPtr ); OFFSET( "VB_PRIMITIVE ", struct vertex_buffer, Primitive ); printf( "\n" ); DEFINE_HEADER( "struct vertex_buffer" ); /* XXX use new labels here someday after vertex proram is done */ DEFINE( "VERT_BIT_OBJ ", VERT_BIT_POS ); DEFINE( "VERT_BIT_NORM ", VERT_BIT_NORMAL ); DEFINE( "VERT_BIT_RGBA ", VERT_BIT_COLOR0 ); DEFINE( "VERT_BIT_SPEC_RGB ", VERT_BIT_COLOR1 ); DEFINE( "VERT_BIT_FOG_COORD ", VERT_BIT_FOG ); DEFINE( "VERT_BIT_TEX0 ", VERT_BIT_TEX0 ); DEFINE( "VERT_BIT_TEX1 ", VERT_BIT_TEX1 ); DEFINE( "VERT_BIT_TEX2 ", VERT_BIT_TEX2 ); DEFINE( "VERT_BIT_TEX3 ", VERT_BIT_TEX3 ); /* GLvector4f offsets: */ OFFSET_HEADER( "GLvector4f" ); OFFSET( "V4F_DATA ", GLvector4f, data ); OFFSET( "V4F_START ", GLvector4f, start ); OFFSET( "V4F_COUNT ", GLvector4f, count ); OFFSET( "V4F_STRIDE ", GLvector4f, stride ); OFFSET( "V4F_SIZE ", GLvector4f, size ); OFFSET( "V4F_FLAGS ", GLvector4f, flags ); DEFINE_HEADER( "GLvector4f" ); DEFINE( "VEC_MALLOC ", VEC_MALLOC ); DEFINE( "VEC_NOT_WRITEABLE ", VEC_NOT_WRITEABLE ); DEFINE( "VEC_BAD_STRIDE ", VEC_BAD_STRIDE ); printf( "\n" ); DEFINE( "VEC_SIZE_1 ", VEC_SIZE_1 ); DEFINE( "VEC_SIZE_2 ", VEC_SIZE_2 ); DEFINE( "VEC_SIZE_3 ", VEC_SIZE_3 ); DEFINE( "VEC_SIZE_4 ", VEC_SIZE_4 ); /* GLmatrix offsets: */ OFFSET_HEADER( "GLmatrix" ); OFFSET( "MATRIX_DATA ", GLmatrix, m ); OFFSET( "MATRIX_INV ", GLmatrix, inv ); OFFSET( "MATRIX_FLAGS ", GLmatrix, flags ); OFFSET( "MATRIX_TYPE ", GLmatrix, type ); /* struct gl_light offsets: */ OFFSET_HEADER( "struct gl_light" ); OFFSET( "LIGHT_NEXT ", struct gl_light, next ); OFFSET( "LIGHT_PREV ", struct gl_light, prev ); printf( "\n" ); OFFSET( "LIGHT_AMBIENT ", struct gl_light, Ambient ); OFFSET( "LIGHT_DIFFUSE ", struct gl_light, Diffuse ); OFFSET( "LIGHT_SPECULAR ", struct gl_light, Specular ); OFFSET( "LIGHT_EYE_POSITION ", struct gl_light, EyePosition ); OFFSET( "LIGHT_SPOT_DIRECTION ", struct gl_light, SpotDirection ); OFFSET( "LIGHT_SPOT_EXPONENT ", struct gl_light, SpotExponent ); OFFSET( "LIGHT_SPOT_CUTOFF ", struct gl_light, SpotCutoff ); OFFSET( "LIGHT_COS_CUTOFF ", struct gl_light, _CosCutoff ); OFFSET( "LIGHT_CONST_ATTEN ", struct gl_light, ConstantAttenuation ); OFFSET( "LIGHT_LINEAR_ATTEN ", struct gl_light, LinearAttenuation ); OFFSET( "LIGHT_QUADRATIC_ATTEN ", struct gl_light, QuadraticAttenuation ); OFFSET( "LIGHT_ENABLED ", struct gl_light, Enabled ); printf( "\n" ); OFFSET( "LIGHT_FLAGS ", struct gl_light, _Flags ); printf( "\n" ); OFFSET( "LIGHT_POSITION ", struct gl_light, _Position ); OFFSET( "LIGHT_VP_INF_NORM ", struct gl_light, _VP_inf_norm ); OFFSET( "LIGHT_H_INF_NORM ", struct gl_light, _h_inf_norm ); OFFSET( "LIGHT_NORM_DIRECTION ", struct gl_light, _NormSpotDirection ); OFFSET( "LIGHT_VP_INF_SPOT_ATTEN ", struct gl_light, _VP_inf_spot_attenuation ); printf( "\n" ); OFFSET( "LIGHT_SPOT_EXP_TABLE ", struct gl_light, _SpotExpTable ); OFFSET( "LIGHT_MAT_AMBIENT ", struct gl_light, _MatAmbient ); OFFSET( "LIGHT_MAT_DIFFUSE ", struct gl_light, _MatDiffuse ); OFFSET( "LIGHT_MAT_SPECULAR ", struct gl_light, _MatSpecular ); printf( "\n" ); SIZEOF( "SIZEOF_GL_LIGHT ", struct gl_light ); DEFINE_HEADER( "struct gl_light" ); DEFINE( "LIGHT_SPOT ", LIGHT_SPOT ); DEFINE( "LIGHT_LOCAL_VIEWER ", LIGHT_LOCAL_VIEWER ); DEFINE( "LIGHT_POSITIONAL ", LIGHT_POSITIONAL ); printf( "\n" ); DEFINE( "LIGHT_NEED_VERTICES ", LIGHT_NEED_VERTICES ); /* struct gl_lightmodel offsets: */ OFFSET_HEADER( "struct gl_lightmodel" ); OFFSET( "LIGHT_MODEL_AMBIENT ", struct gl_lightmodel, Ambient ); OFFSET( "LIGHT_MODEL_LOCAL_VIEWER ", struct gl_lightmodel, LocalViewer ); OFFSET( "LIGHT_MODEL_TWO_SIDE ", struct gl_lightmodel, TwoSide ); OFFSET( "LIGHT_MODEL_COLOR_CONTROL ", struct gl_lightmodel, ColorControl ); printf( "\n" ); printf( "\n" ); printf( "#endif /* __ASM_TYPES_H__ */\n" ); return 0; }