|
|
/******************************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 <ddraw.h>
#include <glp.h>
#include "types.h"
#include "context.h"
#include "render.h"
#include "attrib.h"
#include "gencx.h"
#define __BUILD_GLI386__
#include "..\..\dlist\dl_pdata.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();
// GLGENwindow
pcomment("GLGENwindow structure"); pblank(); pequate("GENWIN_sem ", OFFSET(GLGENwindow, sem)); pequate("GENWIN_lUsers ", OFFSET(GLGENwindow, lUsers)); pequate("GENWIN_gengc ", OFFSET(GLGENwindow, gengc)); pequate("GENWIN_owningThread ", OFFSET(GLGENwindow, owningThread)); pequate("GENWIN_lockRecursion ", OFFSET(GLGENwindow, lockRecursion)); 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_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)); pequate("GENGC_pwndMakeCur ", OFFSET(__GLGENcontext, pwndMakeCur)); pequate("GENGC_pwndLocked ", OFFSET(__GLGENcontext, pwndLocked)); pequate("GENGC_fsLocks ", OFFSET(__GLGENcontext, fsLocks)); pequate("GENGC_fsGenLocks ", OFFSET(__GLGENcontext, fsGenLocks)); 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();
// Stuff from: \nt\private\windows\gdi\opengl\server\inc\gencx.h
pcomment("__GLcontextRec structure"); pblank(); pblank(); pequate("GC_paTeb ",OFFSET(struct __GLcontextRec,paTeb)); pequate("GC_oneOverRedVertexScale ",OFFSET(struct __GLcontextRec,oneOverRedVertexScale)); pequate("GC_oneOverGreenVertexScale ",OFFSET(struct __GLcontextRec,oneOverGreenVertexScale)); pequate("GC_oneOverBlueVertexScale ",OFFSET(struct __GLcontextRec,oneOverBlueVertexScale)); pequate("GC_redVertexScale ",OFFSET(struct __GLcontextRec,redVertexScale)); pequate("GC_greenVertexScale ",OFFSET(struct __GLcontextRec,greenVertexScale)); pequate("GC_blueVertexScale ",OFFSET(struct __GLcontextRec,blueVertexScale)); pequate("GC_alphaVertexScale ",OFFSET(struct __GLcontextRec,alphaVertexScale)); pequate("GC_redClampTable ",OFFSET(struct __GLcontextRec,redClampTable[0])); pequate("GC_greenClampTable ",OFFSET(struct __GLcontextRec,greenClampTable[0])); pequate("GC_blueClampTable ",OFFSET(struct __GLcontextRec,blueClampTable[0])); pequate("GC_alphaClampTable ",OFFSET(struct __GLcontextRec,alphaClampTable[0]));
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();
pequate("GC_LIGHT_front ", OFFSET(__GLcontext, light.front)); pequate("GC_LIGHT_back ", OFFSET(__GLcontext, light.back)); pblank();
pequate("GC_mInv ", OFFSET(__GLcontext, mInv)); 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); pequate("PANEEDS_NORMAL ", PANEEDS_NORMAL); pequate("__GL_CLIP_USER0 ", __GL_CLIP_USER0); pequate("__GL_FRONTFACE ", __GL_FRONTFACE); pequate("__GL_BACKFACE ", __GL_BACKFACE); pequate("__GL_NORMALIZE_ENABLE ", __GL_NORMALIZE_ENABLE); pequate("__GL_SPEC_LOOKUP_TABLE_SIZE ", __GL_SPEC_LOOKUP_TABLE_SIZE); pequate("__GL_MATERIAL_AMBIENT ", __GL_MATERIAL_AMBIENT); pequate("__GL_MATERIAL_DIFFUSE ", __GL_MATERIAL_DIFFUSE); pequate("__GL_MATERIAL_SPECULAR ", __GL_MATERIAL_SPECULAR); pequate("__GL_MATERIAL_EMISSIVE ", __GL_MATERIAL_EMISSIVE); 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("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("GC_STATE_clipPlanes0 ",OFFSET(__GLcontext, state.transform.eyeClipPlanes)); pequate("GC_STATE_enablesClipPlanes ",OFFSET(__GLcontext, state.enables.clipPlanes)); pequate("GC_STATE_enablesGeneral ",OFFSET(__GLcontext, state.enables.general)); pequate("GC_STATE_lightModelAmbient ",OFFSET(__GLcontext, state.light.model.ambient));
pblank(); pequate("GC_LIGHT_sources ",OFFSET(__GLcontext, light.sources));
pblank(); pequate("GC_VERTEX_paNeeds ",OFFSET(__GLcontext, vertex.paNeeds));
pblank(); pequate("VERTEX_color ", OFFSET(__GLvertex, color));
pblank(); #ifndef _WIN95_
pequate("TeglPaTeb ", TeglPaTeb); pequate("TeglSectionInfo ", TeglSectionInfo); #else
pequate("GtiPaTeb ", OFFSET(GLTEBINFO, glReserved1)); pequate("GtiSectionInfo ", OFFSET(GLTEBINFO, glSectionInfo)); #endif
pblank(); pequate("sizeof_MATERIAL ", sizeof(__GLmaterialMachine)); pequate("MATERIAL_scale ", OFFSET(__GLmaterialMachine, scale)); pequate("MATERIAL_threshold ", OFFSET(__GLmaterialMachine, threshold)); pequate("MATERIAL_specTable ", OFFSET(__GLmaterialMachine, specTable)); pequate("MATERIAL_alpha ", OFFSET(__GLmaterialMachine, alpha)); pequate("MATERIAL_paSceneColor ", OFFSET(__GLmaterialMachine, paSceneColor)); pequate("MATERIAL_colorMaterialChange ", OFFSET(__GLmaterialMachine, colorMaterialChange)); pequate("MATERIAL_cachedEmissiveAmbient ", OFFSET(__GLmaterialMachine, cachedEmissiveAmbient)); pequate("MATERIAL_cachedNonLit ", OFFSET(__GLmaterialMachine, cachedNonLit));
pblank(); pequate("sizeof_LIGHTSOURCE ", sizeof(__GLlightSourceMachine)); pequate("LIGHTSOURCE_next ", OFFSET(__GLlightSourceMachine, next)); pequate("LIGHTSOURCE_front ", OFFSET(__GLlightSourceMachine, front)); pequate("LIGHTSOURCE_back ", OFFSET(__GLlightSourceMachine, back)); pequate("LIGHTSOURCE_unitVPpli ", OFFSET(__GLlightSourceMachine, unitVPpli.x)); pequate("LIGHTSOURCE_hHat ", OFFSET(__GLlightSourceMachine, hHat.x)); pequate("LIGHTSOURCE_state ", OFFSET(__GLlightSourceMachine, state));
pblank(); pequate("sizeof_LIGHTSOURCESTATE ", sizeof(__GLlightSourceState)); pequate("LIGHTSOURCESTATE_ambient ", OFFSET(__GLlightSourceState, ambient)); pequate("LIGHTSOURCESTATE_diffuse ", OFFSET(__GLlightSourceState, diffuse)); pequate("LIGHTSOURCESTATE_specular ", OFFSET(__GLlightSourceState, specular)); pblank(); pequate("sizeof_LIGHTSOURCEPERMATERIAL ", sizeof(__GLlightSourcePerMaterialMachine)); pequate("LIGHTSOURCEPERMATERIAL_ambient ", OFFSET(__GLlightSourcePerMaterialMachine, ambient.r)); pequate("LIGHTSOURCEPERMATERIAL_specular ", OFFSET(__GLlightSourcePerMaterialMachine, specular.r)); pequate("LIGHTSOURCEPERMATERIAL_diffuse ", OFFSET(__GLlightSourcePerMaterialMachine, diffuse.r)); 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("PA_pd0 ", OFFSET(POLYARRAY, pd0)); pequate("PA_andClipCodes ", OFFSET(POLYARRAY, andClipCodes)); pequate("PA_orClipCodes ", OFFSET(POLYARRAY, orClipCodes)); 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); pequate("POLYARRAY_CLAMP_COLOR ", POLYARRAY_CLAMP_COLOR); #ifdef GL_EXT_cull_vertex
pequate("POLYARRAY_HAS_CULLED_VERTEX", POLYARRAY_HAS_CULLED_VERTEX); pequate("GL_EXT_cull_vertex", 1); pequate("NOT_GL_CLIP_CULL_VERTEX", ~__GL_CLIP_CULL_VERTEX); #endif // GL_EXT_cull_vertex
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("PD_eye ", OFFSET(POLYDATA, eye.x)); pequate("PD_clipCode ", OFFSET(POLYDATA, clipCode)); 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("POLYDATA_NORMAL_VALID ", POLYDATA_NORMAL_VALID); pequate("POLYDATA_DLIST_COLOR_4 ", POLYDATA_DLIST_COLOR_4); pequate("sizeof_POLYDATA ", sizeof(POLYDATA)); #ifdef GL_EXT_cull_vertex
pequate("PD_color ", OFFSET(POLYDATA, color)); pequate("POLYDATA_VERTEX_USED ", POLYDATA_VERTEX_USED); #endif // GL_EXT_cull_vertex
pblank(); pequate("GLMATRIX_xfNorm ", OFFSET(__GLmatrix, xfNorm));
// Stuff from: \nt\private\windows\gdi\opengl\dlist\dl_pdata.h
pblank(); pblank(); pequate("__PDATA_SIZE_T2F ", __PDATA_SIZE_T2F); pequate("__PDATA_SIZE_C3F " , __PDATA_SIZE_C3F); pequate("__PDATA_SIZE_C4F ", __PDATA_SIZE_C4F); pequate("__PDATA_SIZE_N3F ", __PDATA_SIZE_N3F); pequate("__PDATA_SIZE_V3F ", __PDATA_SIZE_V3F); pequate("__PDATA_PD_FLAGS_T2F ", __PDATA_PD_FLAGS_T2F); pequate("__PDATA_PD_FLAGS_C3F ", __PDATA_PD_FLAGS_C3F); pequate("__PDATA_PD_FLAGS_C4F ", __PDATA_PD_FLAGS_C4F); pequate("__PDATA_PD_FLAGS_N3F ", __PDATA_PD_FLAGS_N3F); pequate("__PDATA_PD_FLAGS_V3F ", __PDATA_PD_FLAGS_V3F); pequate("__PDATA_PA_FLAGS_T2F ", __PDATA_PA_FLAGS_T2F); pequate("__PDATA_PA_FLAGS_C3F ", __PDATA_PA_FLAGS_C3F); pequate("__PDATA_PA_FLAGS_C4F ", __PDATA_PA_FLAGS_C4F); pequate("__PDATA_PA_FLAGS_N3F ", __PDATA_PA_FLAGS_N3F); pequate("__PDATA_PA_FLAGS_V3F ", __PDATA_PA_FLAGS_V3F); }
#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();
pcomment("__GLGENcontextRec structure"); pblank(); pblank(); pequate("GENCTX_hrc ",OFFSET(struct __GLGENcontextRec,hrc )); 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)); pequate("VNOR_x", OFFSET(__GLvertex, normal.x)); pequate("VEYE_x", OFFSET(__GLvertex, eyeX));
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 __cdecl 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; }
|