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/*
* 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(_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(_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" );
printf( "#include \"assyntax.h\"\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_EYE_DIRECTION ", struct gl_light, EyeDirection );
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, _NormDirection );
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;
}