Windows NT 4.0 source code leak
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/******************************Module*Header*******************************\
* Module Name: gli386.c *
* *
* This module implements a program which generates structure offset *
* definitions for OpenGL structures that are accessed in assembly code. *
* *
* Created: 24-Aug-1992 01:24:49 *
* Author: Charles Whitmer [chuckwh] *
* Ported for OpenGL 4/1/1994 Otto Berkes [ottob] *
* *
* Copyright (c) 1994 Microsoft Corporation *
\**************************************************************************/
#include <nt.h>
#include <ntrtl.h>
#include <nturtl.h>
#include <stddef.h>
#include <stdio.h>
#include <windows.h>
#include "types.h"
#include "render.h"
#include "context.h"
#include "attrib.h"
#include "gencx.h"
#define OFFSET(type, field) ((LONG)(&((type *)0)->field))
// pblank prints a blank line.
#define pblank() fprintf(outfh,"\n")
// pstruct defines an empty structure with the correct size.
#define pstruct(n,c) fprintf(outfh, \
"%s struc\n db %d dup(0)\n%s ends\n", \
n,c,n);
// pstr prints a string.
#define pstr(s) fprintf(outfh,"%s\n",s)
// pcomment prints a comment.
#define pcomment(s) fprintf(outfh,"; %s\n",s)
// pequate prints an equate statement.
#define pequate(m,v) fprintf(outfh,"%s equ 0%lXH\n",m,v);
void CreateInc(FILE *outfh)
{
__GLmatrix *m = 0;
__GLfloat one = (__GLfloat)1;
pblank();
pcomment("------------------------------------------------------------------");
pcomment(" Module Name: gli386.inc");
pcomment("");
pcomment(" Defines OpenGL assembly-language structures.");
pcomment("");
pcomment(" Copyright (c) 1994, 1995 Microsoft Corporation");
pcomment("------------------------------------------------------------------");
pblank();
pblank();
pblank();
pcomment("Matrix structure offsets");
pblank();
pequate("__MATRIX_M00", &m->matrix[0][0]);
pequate("__MATRIX_M01", &m->matrix[0][1]);
pequate("__MATRIX_M02", &m->matrix[0][2]);
pequate("__MATRIX_M03", &m->matrix[0][3]);
pequate("__MATRIX_M10", &m->matrix[1][0]);
pequate("__MATRIX_M11", &m->matrix[1][1]);
pequate("__MATRIX_M12", &m->matrix[1][2]);
pequate("__MATRIX_M13", &m->matrix[1][3]);
pequate("__MATRIX_M20", &m->matrix[2][0]);
pequate("__MATRIX_M21", &m->matrix[2][1]);
pequate("__MATRIX_M22", &m->matrix[2][2]);
pequate("__MATRIX_M23", &m->matrix[2][3]);
pequate("__MATRIX_M30", &m->matrix[3][0]);
pequate("__MATRIX_M31", &m->matrix[3][1]);
pequate("__MATRIX_M32", &m->matrix[3][2]);
pequate("__MATRIX_M33", &m->matrix[3][3]);
pblank();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\gencx.h
pcomment("__GLGENcontextRec structure");
pblank();
pstruct("GLGENcontextRec",sizeof(struct __GLGENcontextRec));
pblank();
pequate("GENCTX_hrc ",OFFSET(struct __GLGENcontextRec,hrc ));
pequate("GENCTX_CurrentDC ",OFFSET(struct __GLGENcontextRec,CurrentDC ));
pequate("GENCTX_CurrentFormat ",OFFSET(struct __GLGENcontextRec,CurrentFormat ));
pequate("GENCTX_iDCType ",OFFSET(struct __GLGENcontextRec,iDCType ));
pequate("GENCTX_iSurfType ",OFFSET(struct __GLGENcontextRec,iSurfType ));
pequate("GENCTX_pajTranslateVector",OFFSET(struct __GLGENcontextRec,pajTranslateVector));
pequate("GENCTX_pPrivateArea ",OFFSET(struct __GLGENcontextRec,pPrivateArea));
pequate("GENGC_ColorsBits ",OFFSET(struct __GLGENcontextRec,ColorsBits));
pequate("GENGC_SPAN_r ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.r));
pequate("GENGC_SPAN_g ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.g));
pequate("GENGC_SPAN_b ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.b));
pequate("GENGC_SPAN_a ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.a));
pequate("GENGC_SPAN_s ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.s));
pequate("GENGC_SPAN_t ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.t));
pequate("GENGC_SPAN_dr ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.r));
pequate("GENGC_SPAN_dg ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.g));
pequate("GENGC_SPAN_db ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.b));
pequate("GENGC_SPAN_da ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.a));
pequate("GENGC_SPAN_ds ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.s));
pequate("GENGC_SPAN_dt ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.t));
pequate("GENGC_SPAN_z ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.z));
pequate("GENGC_SPAN_dz ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.dzdx));
pequate("GENGC_SPAN_zbuf ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.zbuf));
pequate("GENGC_SPAN_ppix ",OFFSET(struct __GLGENcontextRec,genAccel.pPix));
pequate("GENGC_SPAN_x ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.x));
pequate("GENGC_SPAN_y ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.y));
pequate("GENGC_SPAN_length ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.length));
pequate("GENGC_rAccum ",OFFSET(struct __GLGENcontextRec,genAccel.rAccum));
pequate("GENGC_gAccum ",OFFSET(struct __GLGENcontextRec,genAccel.gAccum));
pequate("GENGC_bAccum ",OFFSET(struct __GLGENcontextRec,genAccel.bAccum));
pequate("GENGC_aAccum ",OFFSET(struct __GLGENcontextRec,genAccel.aAccum));
pequate("GENGC_zAccum ",OFFSET(struct __GLGENcontextRec,genAccel.zAccum));
pequate("GENGC_sAccum ",OFFSET(struct __GLGENcontextRec,genAccel.sAccum));
pequate("GENGC_tAccum ",OFFSET(struct __GLGENcontextRec,genAccel.tAccum));
pequate("GENGC_pixAccum ",OFFSET(struct __GLGENcontextRec,genAccel.pixAccum));
pequate("GENGC_ditherAccum ",OFFSET(struct __GLGENcontextRec,genAccel.ditherAccum));
pequate("GENGC_sResult ",OFFSET(struct __GLGENcontextRec,genAccel.sResult[0]));
pequate("GENGC_tResult ",OFFSET(struct __GLGENcontextRec,genAccel.tResult[0]));
pequate("GENGC_sResultNew ",OFFSET(struct __GLGENcontextRec,genAccel.sResultNew[0]));
pequate("GENGC_tResultNew ",OFFSET(struct __GLGENcontextRec,genAccel.tResultNew[0]));
pequate("GENGC_sMask ",OFFSET(struct __GLGENcontextRec,genAccel.sMask));
pequate("GENGC_tMaskSubDiv ",OFFSET(struct __GLGENcontextRec,genAccel.tMaskSubDiv));
pequate("GENGC_tShiftSubDiv ",OFFSET(struct __GLGENcontextRec,genAccel.tShiftSubDiv));
pequate("GENGC_texImage ",OFFSET(struct __GLGENcontextRec,genAccel.texImage));
pequate("GENGC_texImageReplace ",OFFSET(struct __GLGENcontextRec,genAccel.texImageReplace));
pequate("GENGC_texPalette ",OFFSET(struct __GLGENcontextRec,genAccel.texPalette));
pequate("GENGC_qwAccum ",OFFSET(struct __GLGENcontextRec,genAccel.qwAccum));
pequate("GENGC_SPAN_dqwdx ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.dqwdx));
pequate("GENGC_SPAN_qw ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.qw));
pequate("GENGC_xlatPalette ",OFFSET(struct __GLGENcontextRec,xlatPalette));
pequate("GENGC_sStepX ",OFFSET(struct __GLGENcontextRec,genAccel.sStepX));
pequate("GENGC_tStepX ",OFFSET(struct __GLGENcontextRec,genAccel.tStepX));
pequate("GENGC_qwStepX ",OFFSET(struct __GLGENcontextRec,genAccel.qwStepX));
pequate("GENGC_subDs ",OFFSET(struct __GLGENcontextRec,genAccel.subDs));
pequate("GENGC_subDt ",OFFSET(struct __GLGENcontextRec,genAccel.subDt));
pequate("GENGC_rDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[0]));
pequate("GENGC_gDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[1]));
pequate("GENGC_bDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[2]));
pequate("GENGC_aDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[3]));
pequate("GENGC_bytesPerPixel ",OFFSET(struct __GLGENcontextRec,genAccel.xMultiplier));
pequate("GENGC_bpp ",OFFSET(struct __GLGENcontextRec,genAccel.bpp));
pequate("GENGC_flags ",OFFSET(struct __GLGENcontextRec,genAccel.flags));
pequate("GENGC_pInvTranslateVector",OFFSET(struct __GLGENcontextRec,pajInvTranslateVector));
pblank();
pequate("COLOR_r ",OFFSET(struct __GLcolorRec,r ));
pequate("COLOR_g ",OFFSET(struct __GLcolorRec,g ));
pequate("COLOR_b ",OFFSET(struct __GLcolorRec,b ));
pequate("COLOR_a ",OFFSET(struct __GLcolorRec,a ));
pblank();
pequate("GC_SHADER_R ", OFFSET(__GLcontext, polygon.shader.frag.color.r));
pequate("GC_SHADER_G ", OFFSET(__GLcontext, polygon.shader.frag.color.g));
pequate("GC_SHADER_B ", OFFSET(__GLcontext, polygon.shader.frag.color.b));
pequate("GC_SHADER_A ", OFFSET(__GLcontext, polygon.shader.frag.color.a));
pequate("GC_SHADER_DRDX ", OFFSET(__GLcontext, polygon.shader.drdx));
pequate("GC_SHADER_DGDX ", OFFSET(__GLcontext, polygon.shader.dgdx));
pequate("GC_SHADER_DBDX ", OFFSET(__GLcontext, polygon.shader.dbdx));
pequate("GC_SHADER_DADX ", OFFSET(__GLcontext, polygon.shader.dadx));
pblank();
pcomment("Other constants");
pblank();
pequate("__FLOAT_ONE", *(long*)&one);
pblank();
pequate("SURFACE_TYPE_DIB", SURFACE_TYPE_DIB);
pequate("GEN_TEXTURE_ORTHO", GEN_TEXTURE_ORTHO);
pblank();
pequate("GC_SHADE_rLittle ",OFFSET(__GLcontext, polygon.shader.rLittle ));
pequate("GC_SHADE_gLittle ",OFFSET(__GLcontext, polygon.shader.gLittle ));
pequate("GC_SHADE_bLittle ",OFFSET(__GLcontext, polygon.shader.bLittle ));
pequate("GC_SHADE_aLittle ",OFFSET(__GLcontext, polygon.shader.aLittle ));
pblank();
pequate("GC_SHADE_drdy ",OFFSET(__GLcontext, polygon.shader.drdy ));
pequate("GC_SHADE_dgdy ",OFFSET(__GLcontext, polygon.shader.dgdy ));
pequate("GC_SHADE_dbdy ",OFFSET(__GLcontext, polygon.shader.dbdy ));
pequate("GC_SHADE_dady ",OFFSET(__GLcontext, polygon.shader.dady ));
pblank();
pequate("GC_SHADE_drdx ",OFFSET(__GLcontext, polygon.shader.drdx ));
pequate("GC_SHADE_dgdx ",OFFSET(__GLcontext, polygon.shader.dgdx ));
pequate("GC_SHADE_dbdx ",OFFSET(__GLcontext, polygon.shader.dbdx ));
pequate("GC_SHADE_dadx ",OFFSET(__GLcontext, polygon.shader.dadx ));
pblank();
pequate("VERTEX_color ", OFFSET(__GLvertex, color));
pblank();
#ifndef _WIN95_
pequate("TeglPaTeb ", TeglPaTeb);
#else
pequate("GtiPaTeb ", OFFSET(GLTEBINFO, glReserved1));
#endif
pblank();
pequate("PA_flags ", OFFSET(POLYARRAY, flags));
pequate("PA_pdNextVertex ", OFFSET(POLYARRAY, pdNextVertex));
pequate("PA_pdFlush ", OFFSET(POLYARRAY, pdFlush));
pequate("PA_pdCurNormal ", OFFSET(POLYARRAY, pdCurNormal));
pequate("PA_pdCurTexture ", OFFSET(POLYARRAY, pdCurTexture));
pequate("PA_pdCurColor ", OFFSET(POLYARRAY, pdCurColor));
pequate("POLYARRAY_IN_BEGIN ", POLYARRAY_IN_BEGIN);
pequate("POLYARRAY_VERTEX3 ", POLYARRAY_VERTEX3);
pequate("POLYARRAY_VERTEX2 ", POLYARRAY_VERTEX2);
pequate("POLYARRAY_TEXTURE2 ", POLYARRAY_TEXTURE2);
pequate("POLYARRAY_TEXTURE3 ", POLYARRAY_TEXTURE3);
pblank();
pequate("PD_flags ", OFFSET(POLYDATA, flags));
pequate("PD_obj ", OFFSET(POLYDATA, obj.x));
pequate("PD_normal ", OFFSET(POLYDATA, normal.x));
pequate("PD_texture ", OFFSET(POLYDATA, texture.x));
pequate("PD_colors0 ", OFFSET(POLYDATA, colors[0].r));
pequate("PD_clip ", OFFSET(POLYDATA, clip.x));
pequate("PD_window ", OFFSET(POLYDATA, window.x));
pequate("POLYDATA_VERTEX3 ", POLYDATA_VERTEX3);
pequate("POLYDATA_VERTEX2 ", POLYDATA_VERTEX2);
pequate("POLYDATA_DLIST_TEXTURE2", POLYDATA_DLIST_TEXTURE2);
pequate("POLYDATA_DLIST_TEXTURE3", POLYDATA_DLIST_TEXTURE3);
pequate("POLYDATA_NORMAL_VALID", POLYDATA_NORMAL_VALID);
pequate("POLYDATA_TEXTURE_VALID", POLYDATA_TEXTURE_VALID);
pequate("POLYDATA_COLOR_VALID", POLYDATA_COLOR_VALID);
pequate("sizeof_POLYDATA ", sizeof(POLYDATA));
}
#undef pstruct
// pcomment prints a comment.
#undef pcomment
#define pcomment(s) fprintf(outfh,"// %s\n",s)
// pequate prints an equate statement.
#undef pequate
#define pequate(m,v) fprintf(outfh,"#define %s 0x%lX\n",m,v);
void CreateH(FILE *outfh)
{
__GLmatrix *m = 0;
__GLfloat one = (__GLfloat)1;
pblank();
pcomment("");
pcomment(" Module Name: gli386.h");
pcomment("");
pcomment(" Defines OpenGL inline assembly structures.");
pcomment("");
pcomment(" Copyright (c) 1994-1996 Microsoft Corporation");
pcomment("");
pblank();
pblank();
pblank();
pcomment("Matrix structure offsets");
pblank();
pequate("__MATRIX_M00", &m->matrix[0][0]);
pequate("__MATRIX_M01", &m->matrix[0][1]);
pequate("__MATRIX_M02", &m->matrix[0][2]);
pequate("__MATRIX_M03", &m->matrix[0][3]);
pequate("__MATRIX_M10", &m->matrix[1][0]);
pequate("__MATRIX_M11", &m->matrix[1][1]);
pequate("__MATRIX_M12", &m->matrix[1][2]);
pequate("__MATRIX_M13", &m->matrix[1][3]);
pequate("__MATRIX_M20", &m->matrix[2][0]);
pequate("__MATRIX_M21", &m->matrix[2][1]);
pequate("__MATRIX_M22", &m->matrix[2][2]);
pequate("__MATRIX_M23", &m->matrix[2][3]);
pequate("__MATRIX_M30", &m->matrix[3][0]);
pequate("__MATRIX_M31", &m->matrix[3][1]);
pequate("__MATRIX_M32", &m->matrix[3][2]);
pequate("__MATRIX_M33", &m->matrix[3][3]);
pblank();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\gencx.h
pcomment("__GLGENcontextRec structure");
pblank();
pblank();
pequate("GENCTX_hrc ",OFFSET(struct __GLGENcontextRec,hrc ));
pequate("GENCTX_CurrentDC ",OFFSET(struct __GLGENcontextRec,CurrentDC ));
pequate("GENCTX_CurrentFormat ",OFFSET(struct __GLGENcontextRec,CurrentFormat ));
pequate("GENCTX_iDCType ",OFFSET(struct __GLGENcontextRec,iDCType ));
pequate("GENCTX_iSurfType ",OFFSET(struct __GLGENcontextRec,iSurfType ));
pequate("GENCTX_pajTranslateVector",OFFSET(struct __GLGENcontextRec,pajTranslateVector));
pequate("GENCTX_pPrivateArea ",OFFSET(struct __GLGENcontextRec,pPrivateArea));
pequate("GENGC_ColorsBits ",OFFSET(struct __GLGENcontextRec,ColorsBits));
pequate("GENGC_SPAN_r ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.r));
pequate("GENGC_SPAN_g ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.g));
pequate("GENGC_SPAN_b ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.b));
pequate("GENGC_SPAN_a ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.a));
pequate("GENGC_SPAN_s ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.s));
pequate("GENGC_SPAN_t ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.t));
pequate("GENGC_SPAN_dr ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.r));
pequate("GENGC_SPAN_dg ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.g));
pequate("GENGC_SPAN_db ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.b));
pequate("GENGC_SPAN_da ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.a));
pequate("GENGC_SPAN_ds ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.s));
pequate("GENGC_SPAN_dt ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.t));
pequate("GENGC_SPAN_z ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.z));
pequate("GENGC_SPAN_dz ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.dzdx));
pequate("GENGC_SPAN_zbuf ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.zbuf));
pequate("GENGC_SPAN_ppix ",OFFSET(struct __GLGENcontextRec,genAccel.pPix));
pequate("GENGC_SPAN_x ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.x));
pequate("GENGC_SPAN_y ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.y));
pequate("GENGC_SPAN_length ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.length));
pequate("GENGC_rAccum ",OFFSET(struct __GLGENcontextRec,genAccel.rAccum));
pequate("GENGC_gAccum ",OFFSET(struct __GLGENcontextRec,genAccel.gAccum));
pequate("GENGC_bAccum ",OFFSET(struct __GLGENcontextRec,genAccel.bAccum));
pequate("GENGC_aAccum ",OFFSET(struct __GLGENcontextRec,genAccel.aAccum));
pequate("GENGC_zAccum ",OFFSET(struct __GLGENcontextRec,genAccel.zAccum));
pequate("GENGC_sAccum ",OFFSET(struct __GLGENcontextRec,genAccel.sAccum));
pequate("GENGC_tAccum ",OFFSET(struct __GLGENcontextRec,genAccel.tAccum));
pequate("GENGC_pixAccum ",OFFSET(struct __GLGENcontextRec,genAccel.pixAccum));
pequate("GENGC_ditherAccum ",OFFSET(struct __GLGENcontextRec,genAccel.ditherAccum));
pequate("GENGC_sResult ",OFFSET(struct __GLGENcontextRec,genAccel.sResult[0]));
pequate("GENGC_tResult ",OFFSET(struct __GLGENcontextRec,genAccel.tResult[0]));
pequate("GENGC_sResultNew ",OFFSET(struct __GLGENcontextRec,genAccel.sResultNew[0]));
pequate("GENGC_tResultNew ",OFFSET(struct __GLGENcontextRec,genAccel.tResultNew[0]));
pequate("GENGC_sMask ",OFFSET(struct __GLGENcontextRec,genAccel.sMask));
pequate("GENGC_tMaskSubDiv ",OFFSET(struct __GLGENcontextRec,genAccel.tMaskSubDiv));
pequate("GENGC_tShiftSubDiv ",OFFSET(struct __GLGENcontextRec,genAccel.tShiftSubDiv));
pequate("GENGC_texImage ",OFFSET(struct __GLGENcontextRec,genAccel.texImage));
pequate("GENGC_texImageReplace ",OFFSET(struct __GLGENcontextRec,genAccel.texImageReplace));
pequate("GENGC_texPalette ",OFFSET(struct __GLGENcontextRec,genAccel.texPalette));
pequate("GENGC_qwAccum ",OFFSET(struct __GLGENcontextRec,genAccel.qwAccum));
pequate("GENGC_SPAN_dqwdx ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.dqwdx));
pequate("GENGC_SPAN_qw ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.qw));
pequate("GENGC_xlatPalette ",OFFSET(struct __GLGENcontextRec,xlatPalette));
pequate("GENGC_sStepX ",OFFSET(struct __GLGENcontextRec,genAccel.sStepX));
pequate("GENGC_tStepX ",OFFSET(struct __GLGENcontextRec,genAccel.tStepX));
pequate("GENGC_qwStepX ",OFFSET(struct __GLGENcontextRec,genAccel.qwStepX));
pequate("GENGC_subDs ",OFFSET(struct __GLGENcontextRec,genAccel.subDs));
pequate("GENGC_subDt ",OFFSET(struct __GLGENcontextRec,genAccel.subDt));
pequate("GENGC_rDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[0]));
pequate("GENGC_gDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[1]));
pequate("GENGC_bDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[2]));
pequate("GENGC_aDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[3]));
pequate("GENGC_bytesPerPixel ",OFFSET(struct __GLGENcontextRec,genAccel.xMultiplier));
pequate("GENGC_bpp ",OFFSET(struct __GLGENcontextRec,genAccel.bpp));
pequate("GENGC_flags ",OFFSET(struct __GLGENcontextRec,genAccel.flags));
pequate("GENGC_pInvTranslateVector",OFFSET(struct __GLGENcontextRec,pajInvTranslateVector));
pblank();
pequate("COLOR_r ",OFFSET(struct __GLcolorRec,r ));
pequate("COLOR_g ",OFFSET(struct __GLcolorRec,g ));
pequate("COLOR_b ",OFFSET(struct __GLcolorRec,b ));
pequate("COLOR_a ",OFFSET(struct __GLcolorRec,a ));
pblank();
pequate("GC_SHADER_R ", OFFSET(__GLcontext, polygon.shader.frag.color.r));
pequate("GC_SHADER_G ", OFFSET(__GLcontext, polygon.shader.frag.color.g));
pequate("GC_SHADER_B ", OFFSET(__GLcontext, polygon.shader.frag.color.b));
pequate("GC_SHADER_A ", OFFSET(__GLcontext, polygon.shader.frag.color.a));
pblank();
pequate("GC_SHADE_rLittle ",OFFSET(__GLcontext, polygon.shader.rLittle ));
pequate("GC_SHADE_gLittle ",OFFSET(__GLcontext, polygon.shader.gLittle ));
pequate("GC_SHADE_bLittle ",OFFSET(__GLcontext, polygon.shader.bLittle ));
pequate("GC_SHADE_aLittle ",OFFSET(__GLcontext, polygon.shader.aLittle ));
pblank();
pequate("GC_SHADE_drdy ",OFFSET(__GLcontext, polygon.shader.drdy ));
pequate("GC_SHADE_dgdy ",OFFSET(__GLcontext, polygon.shader.dgdy ));
pequate("GC_SHADE_dbdy ",OFFSET(__GLcontext, polygon.shader.dbdy ));
pequate("GC_SHADE_dady ",OFFSET(__GLcontext, polygon.shader.dady ));
pblank();
pequate("GC_SHADE_drdx ",OFFSET(__GLcontext, polygon.shader.drdx ));
pequate("GC_SHADE_dgdx ",OFFSET(__GLcontext, polygon.shader.dgdx ));
pequate("GC_SHADE_dbdx ",OFFSET(__GLcontext, polygon.shader.dbdx ));
pequate("GC_SHADE_dadx ",OFFSET(__GLcontext, polygon.shader.dadx ));
pblank();
pequate("VERTEX_color ", OFFSET(__GLvertex, color));
pblank();
pequate("GC_VIEWPORT_xScale ", OFFSET(__GLcontext, state.viewport.xScale));
pequate("GC_VIEWPORT_yScale ", OFFSET(__GLcontext, state.viewport.yScale));
pequate("GC_VIEWPORT_zScale ", OFFSET(__GLcontext, state.viewport.zScale));
pequate("GC_VIEWPORT_xCenter ", OFFSET(__GLcontext, state.viewport.xCenter));
pequate("GC_VIEWPORT_yCenter ", OFFSET(__GLcontext, state.viewport.yCenter));
pequate("GC_VIEWPORT_zCenter ", OFFSET(__GLcontext, state.viewport.zCenter));
pblank();
pequate("__FLOAT_ONE", *(long*)&one);
pblank();
pequate("VCLIP_x", OFFSET(__GLvertex, clip.x));
pequate("VFCOL_r", OFFSET(__GLvertex, colors[__GL_FRONTFACE].r));
pequate("VBCOL_r", OFFSET(__GLvertex, colors[__GL_BACKFACE].r));
pequate("VTEX_x", OFFSET(__GLvertex, texture.x));
pblank();
pequate("PA_flags ", OFFSET(POLYARRAY, flags));
pequate("PA_pdNextVertex ", OFFSET(POLYARRAY, pdNextVertex));
pequate("PA_pdFlush ", OFFSET(POLYARRAY, pdFlush));
pequate("PA_pdCurNormal ", OFFSET(POLYARRAY, pdCurNormal));
pequate("PA_pdCurTexture ", OFFSET(POLYARRAY, pdCurTexture));
pequate("PA_pdCurColor ", OFFSET(POLYARRAY, pdCurColor));
pblank();
pequate("PD_flags ", OFFSET(POLYDATA, flags));
pequate("PD_obj ", OFFSET(POLYDATA, obj.x));
pequate("PD_normal ", OFFSET(POLYDATA, normal.x));
pequate("PD_texture ", OFFSET(POLYDATA, texture.x));
pequate("PD_colors0 ", OFFSET(POLYDATA, colors[0].r));
pequate("PD_clip ", OFFSET(POLYDATA, clip.x));
pequate("PD_window ", OFFSET(POLYDATA, window.x));
pequate("sizeof_POLYDATA ", sizeof(POLYDATA));
}
/******************************Public*Routine******************************\
* GLi386 *
* *
* This is how we make structures consistent between C and ASM for OpenGL. *
* *
\**************************************************************************/
int _CRTAPI1 main(int argc,char *argv[])
{
FILE *outfh;
char *outName;
char *dot;
if (argc != 2) {
fprintf(stderr, "Usage: %s file_name\n", argv[0]);
exit(1);
}
outfh = fopen(argv[1], "w");
if (NULL == outfh) {
fprintf(stderr, "Cannot open %s\n", argv[1]);
exit(1);
}
CreateInc(outfh);
fclose(outfh);
dot = strrchr(argv[1], '.');
if (dot == NULL)
{
fprintf(stderr, "Cannot create H\n", argv[1]);
exit(1);
}
*(++dot) = 'h';
*(++dot) = 0;
outfh = fopen(argv[1], "w");
if (NULL == outfh) {
fprintf(stderr, "Cannot open %s\n", argv[1]);
exit(1);
}
CreateH(outfh);
fclose(outfh);
// UNUSED
#if 0
// Stuff from: \nt\public\sdk\inc\gl\gl.h
pcomment("Pixel Format Descriptor");
pblank();
pequate("PFD_cColorBits ",OFFSET(PIXELFORMATDESCRIPTOR,cColorBits ));
pequate("PFD_iPixelType ",OFFSET(PIXELFORMATDESCRIPTOR,iPixelType ));
pequate("PFD_cDepthBits ",OFFSET(PIXELFORMATDESCRIPTOR,cDepthBits ));
pcomment("GL Test Functions");
pblank();
pequate("GL_NEVER ",GL_NEVER );
pequate("GL_LESS ",GL_LESS );
pequate("GL_EQUAL ",GL_EQUAL );
pequate("GL_LEQUAL ",GL_LEQUAL );
pequate("GL_GREATER ",GL_GREATER );
pequate("GL_NOTEQUAL ",GL_NOTEQUAL);
pequate("GL_GEQUAL ",GL_GEQUAL );
pequate("GL_ALWAYS ",GL_ALWAYS );
pblank();
pblank();
pcomment("GL Mode Flags");
pblank();
pequate("__GL_SHADE_RGB ",__GL_SHADE_RGB );
pequate("__GL_SHADE_SMOOTH ",__GL_SHADE_SMOOTH );
pequate("__GL_SHADE_DEPTH_TEST ",__GL_SHADE_DEPTH_TEST );
pequate("__GL_SHADE_DITHER ",__GL_SHADE_DITHER );
pequate("__GL_SHADE_LOGICOP ",__GL_SHADE_LOGICOP );
pequate("__GL_SHADE_MASK ",__GL_SHADE_MASK );
pblank();
pblank();
pcomment("GL Type Sizes");
pblank();
pequate("GLbyteSize ",sizeof(GLbyte));
pequate("GLshortSize ",sizeof(GLshort));
pequate("GLintSize ",sizeof(GLint));
pequate("GLfloatSize ",sizeof(GLfloat));
pequate("__GLfloatSize ",sizeof(__GLfloat));
pequate("__GLzValueSize ",sizeof(__GLzValue));
pblank();
pblank();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\render.h
pcomment("__GLfragmentRec structure");
pblank();
pstruct("GLfragmentRec",sizeof(struct __GLfragmentRec));
pblank();
pequate("FRAG_x ",OFFSET(struct __GLfragmentRec,x ));
pequate("FRAG_y ",OFFSET(struct __GLfragmentRec,y ));
pequate("FRAG_z ",OFFSET(struct __GLfragmentRec,z ));
pequate("FRAG_color ",OFFSET(struct __GLfragmentRec,color ));
pequate("FRAG_s ",OFFSET(struct __GLfragmentRec,s ));
pequate("FRAG_t ",OFFSET(struct __GLfragmentRec,t ));
pequate("FRAG_qw ",OFFSET(struct __GLfragmentRec,qw ));
pequate("FRAG_f ",OFFSET(struct __GLfragmentRec,f ));
pblank();
pcomment("__GLshadeRec structure");
pblank();
pstruct("__GLshadeRec",sizeof(struct __GLshadeRec));
pblank();
pequate("SHADE_dxLeftLittle ",OFFSET(struct __GLshadeRec,dxLeftLittle ));
pequate("SHADE_dxLeftBig ",OFFSET(struct __GLshadeRec,dxLeftBig ));
pequate("SHADE_dxLeftFrac ",OFFSET(struct __GLshadeRec,dxLeftFrac ));
pequate("SHADE_ixLeft ",OFFSET(struct __GLshadeRec,ixLeft ));
pequate("SHADE_ixLeftFrac ",OFFSET(struct __GLshadeRec,ixLeftFrac ));
pequate("SHADE_dxRightLittle",OFFSET(struct __GLshadeRec,dxRightLittle ));
pequate("SHADE_dxRightBig ",OFFSET(struct __GLshadeRec,dxRightBig ));
pequate("SHADE_dxRightFrac ",OFFSET(struct __GLshadeRec,dxRightFrac ));
pequate("SHADE_ixRight ",OFFSET(struct __GLshadeRec,ixRight ));
pequate("SHADE_ixRightFrac ",OFFSET(struct __GLshadeRec,ixRightFrac ));
pequate("SHADE_area ",OFFSET(struct __GLshadeRec,area ));
pequate("SHADE_dxAC ",OFFSET(struct __GLshadeRec,dxAC ));
pequate("SHADE_dxBC ",OFFSET(struct __GLshadeRec,dxBC ));
pequate("SHADE_dyAC ",OFFSET(struct __GLshadeRec,dyAC ));
pequate("SHADE_dyBC ",OFFSET(struct __GLshadeRec,dyBC ));
pequate("SHADE_frag ",OFFSET(struct __GLshadeRec,frag ));
pequate("SHADE_spanLength ",OFFSET(struct __GLshadeRec,length ));
pequate("SHADE_rBig ",OFFSET(struct __GLshadeRec,rBig ));
pequate("SHADE_gBig ",OFFSET(struct __GLshadeRec,gBig ));
pequate("SHADE_bBig ",OFFSET(struct __GLshadeRec,bBig ));
pequate("SHADE_aBig ",OFFSET(struct __GLshadeRec,aBig ));
pequate("SHADE_zLittle ",OFFSET(struct __GLshadeRec,zLittle ));
pequate("SHADE_zBig ",OFFSET(struct __GLshadeRec,zBig ));
pequate("SHADE_dzdx ",OFFSET(struct __GLshadeRec,dzdx ));
pequate("SHADE_dzdyf ",OFFSET(struct __GLshadeRec,dzdyf ));
pequate("SHADE_dzdxf ",OFFSET(struct __GLshadeRec,dzdxf ));
pequate("SHADE_sLittle ",OFFSET(struct __GLshadeRec,sLittle ));
pequate("SHADE_tLittle ",OFFSET(struct __GLshadeRec,tLittle ));
pequate("SHADE_qwLittle ",OFFSET(struct __GLshadeRec,qwLittle ));
pequate("SHADE_sBig ",OFFSET(struct __GLshadeRec,sBig ));
pequate("SHADE_tBig ",OFFSET(struct __GLshadeRec,tBig ));
pequate("SHADE_qwBig ",OFFSET(struct __GLshadeRec,qwBig ));
pequate("SHADE_dsdx ",OFFSET(struct __GLshadeRec,dsdx ));
pequate("SHADE_dtdx ",OFFSET(struct __GLshadeRec,dtdx ));
pequate("SHADE_dqwdx ",OFFSET(struct __GLshadeRec,dqwdx ));
pequate("SHADE_dsdy ",OFFSET(struct __GLshadeRec,dsdy ));
pequate("SHADE_dtdy ",OFFSET(struct __GLshadeRec,dtdy ));
pequate("SHADE_dqwdy ",OFFSET(struct __GLshadeRec,dqwdy ));
pequate("SHADE_fLittle ",OFFSET(struct __GLshadeRec,fLittle ));
pequate("SHADE_fBig ",OFFSET(struct __GLshadeRec,fBig ));
pequate("SHADE_dfdy ",OFFSET(struct __GLshadeRec,dfdy ));
pequate("SHADE_dfdx ",OFFSET(struct __GLshadeRec,dfdx ));
pequate("SHADE_modeFlags ",OFFSET(struct __GLshadeRec,modeFlags ));
pequate("SHADE_zbuf ",OFFSET(struct __GLshadeRec,zbuf ));
pequate("SHADE_zbufBig ",OFFSET(struct __GLshadeRec,zbufBig ));
pequate("SHADE_zbufLittle ",OFFSET(struct __GLshadeRec,zbufLittle ));
pequate("SHADE_sbuf ",OFFSET(struct __GLshadeRec,sbuf ));
pequate("SHADE_sbufBig ",OFFSET(struct __GLshadeRec,sbufBig ));
pequate("SHADE_sbufLittle ",OFFSET(struct __GLshadeRec,sbufLittle ));
pequate("SHADE_colors ",OFFSET(struct __GLshadeRec,colors ));
pequate("SHADE_fbcolors ",OFFSET(struct __GLshadeRec,fbcolors ));
pequate("SHADE_stipplePat ",OFFSET(struct __GLshadeRec,stipplePat ));
pequate("SHADE_done ",OFFSET(struct __GLshadeRec,done ));
pequate("SHADE_cfb ",OFFSET(struct __GLshadeRec,cfb ));
pblank();
pblank();
pcomment("__GLpolygonMachineRec structure");
pblank();
pstruct("GLpolygonMachineRec",sizeof(struct __GLpolygonMachineRec));
pblank();
pequate("POLY_stipple ",OFFSET(struct __GLpolygonMachineRec,stipple));
pequate("POLY_shader ",OFFSET(struct __GLpolygonMachineRec,shader ));
pblank();
pblank();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\buffers.h
pequate("DIB_FORMAT ",DIB_FORMAT);
pcomment("__GLbufferRec structure");
pblank();
pstruct("GLbufferRec",sizeof(struct __GLbufferRec));
pblank();
pequate("BUF_gc ",OFFSET(struct __GLbufferRec,gc ));
pequate("BUF_width ",OFFSET(struct __GLbufferRec,width ));
pequate("BUF_height ",OFFSET(struct __GLbufferRec,height ));
pequate("BUF_depth ",OFFSET(struct __GLbufferRec,depth ));
pequate("BUF_base ",OFFSET(struct __GLbufferRec,base ));
pequate("BUF_size ",OFFSET(struct __GLbufferRec,size ));
pequate("BUF_elementSize ",OFFSET(struct __GLbufferRec,elementSize ));
pequate("BUF_outerWidth ",OFFSET(struct __GLbufferRec,outerWidth ));
pequate("BUF_xOrigin ",OFFSET(struct __GLbufferRec,xOrigin ));
pequate("BUF_yOrigin ",OFFSET(struct __GLbufferRec,yOrigin ));
pequate("BUF_other ",OFFSET(struct __GLbufferRec,other ));
pblank();
pblank();
pcomment("__GLcolorBufferRec structure");
pblank();
pstruct("GLcolorBufferRec",sizeof(struct __GLcolorBufferRec));
pblank();
pequate("CBUF_redMax ",OFFSET(struct __GLcolorBufferRec,redMax ));
pequate("CBUF_greenMax ",OFFSET(struct __GLcolorBufferRec,greenMax ));
pequate("CBUF_blueMax ",OFFSET(struct __GLcolorBufferRec,blueMax ));
pequate("CBUF_iRedScale ",OFFSET(struct __GLcolorBufferRec,iRedScale ));
pequate("CBUF_iGreenScale ",OFFSET(struct __GLcolorBufferRec,iGreenScale));
pequate("CBUF_iBlueScale ",OFFSET(struct __GLcolorBufferRec,iBlueScale ));
pequate("CBUF_iAlphaScale ",OFFSET(struct __GLcolorBufferRec,iAlphaScale));
pequate("CBUF_iRedShift ",OFFSET(struct __GLcolorBufferRec,redShift ));
pequate("CBUF_iGreenShift ",OFFSET(struct __GLcolorBufferRec,greenShift));
pequate("CBUF_iBlueShift ",OFFSET(struct __GLcolorBufferRec,blueShift ));
pequate("CBUF_iAlphaShift ",OFFSET(struct __GLcolorBufferRec,alphaShift));
pequate("CBUF_sourceMask ",OFFSET(struct __GLcolorBufferRec,sourceMask ));
pequate("CBUF_destMask ",OFFSET(struct __GLcolorBufferRec,destMask ));
pequate("CBUF_other ",OFFSET(struct __GLcolorBufferRec,other ));
pblank();
pblank();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\attrib.h
pcomment("__GLdepthStateRec structure");
pblank();
pstruct("GLdepthStateRec",sizeof(struct __GLdepthStateRec));
pblank();
pequate("DEPTH_testFunc ",OFFSET(struct __GLdepthStateRec,testFunc ));
pequate("DEPTH_writeEnable ",OFFSET(struct __GLdepthStateRec,writeEnable));
pblank();
pblank();
pcomment("__GLattributeRec structure");
pblank();
pstruct("GLattributeRec",sizeof(struct __GLattributeRec));
pblank();
pequate("ATTR_polygonStipple",OFFSET(struct __GLattributeRec,polygonStipple));
pequate("ATTR_depth ",OFFSET(struct __GLattributeRec,depth));
pequate("ATTR_enables ",OFFSET(struct __GLattributeRec,enables));
pequate("ATTR_raster ",OFFSET(struct __GLattributeRec,raster));
pequate("ATTR_hints ",OFFSET(struct __GLattributeRec,hints));
pblank();
pblank();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\context.h
pcomment("__GLcontextConstantsRec structure");
pblank();
pstruct("GLcontextConstantsRec",sizeof(struct __GLcontextConstantsRec));
pblank();
pequate("CTXCONST_viewportXAdjust",OFFSET(struct __GLcontextConstantsRec,viewportXAdjust));
pequate("CTXCONST_viewportYAdjust",OFFSET(struct __GLcontextConstantsRec,viewportYAdjust));
pequate("CTXCONST_width ",OFFSET(struct __GLcontextConstantsRec,width));
pequate("CTXCONST_height ",OFFSET(struct __GLcontextConstantsRec,height));
pcomment("__GLcontextRec structure");
pblank();
pstruct("GLcontextRec",sizeof(struct __GLcontextRec));
pblank();
pequate("CTX_gcState ",OFFSET(struct __GLcontextRec,gcState ));
pequate("CTX_state ",OFFSET(struct __GLcontextRec,state ));
pequate("CTX_renderMode ",OFFSET(struct __GLcontextRec,renderMode ));
pequate("CTX_modes ",OFFSET(struct __GLcontextRec,modes ));
pequate("CTX_constants ",OFFSET(struct __GLcontextRec,constants ));
pequate("CTX_drawBuffer ",OFFSET(struct __GLcontextRec,drawBuffer ));
pequate("CTX_readBuffer ",OFFSET(struct __GLcontextRec,readBuffer ));
pequate("CTX_polygon ",OFFSET(struct __GLcontextRec,polygon ));
pequate("CTX_pixel ",OFFSET(struct __GLcontextRec,pixel ));
pblank();
pblank();
pcomment("SPANREC structure");
pblank();
pstruct("SPANREC",sizeof(SPANREC));
pblank();
pequate("SPANREC_r ",OFFSET(SPANREC,r ));
pequate("SPANREC_g ",OFFSET(SPANREC,g ));
pequate("SPANREC_b ",OFFSET(SPANREC,b ));
pequate("SPANREC_a ",OFFSET(SPANREC,a ));
pequate("SPANREC_z ",OFFSET(SPANREC,z ));
pblank();
pblank();
pcomment("GENACCEL structure");
pblank();
pstruct("GENACCEL",sizeof(GENACCEL));
pblank();
pequate("SURFACE_TYPE_DIB ",SURFACE_TYPE_DIB);
pblank();
pequate("GENACCEL_spanDelta ",
OFFSET(GENACCEL,spanDelta ));
pequate("GENACCEL_flags ",
OFFSET(GENACCEL,flags ));
pequate("GENACCEL_fastSpanFuncPtr ",
OFFSET(GENACCEL,__fastSpanFuncPtr ));
pequate("GENACCEL_fastFlatSpanFuncPtr ",
OFFSET(GENACCEL,__fastFlatSpanFuncPtr ));
pequate("GENACCEL_fastSmoothSpanFuncPtr ",
OFFSET(GENACCEL,__fastSmoothSpanFuncPtr ));
pequate("GENACCEL_fastZSpanFuncPtr ",
OFFSET(GENACCEL,__fastZSpanFuncPtr));
pblank();
pblank();
#endif
return 0;
}