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899 lines
46 KiB
899 lines
46 KiB
/******************************Module*Header*******************************\
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* Module Name: gli386.c *
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* *
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* This module implements a program which generates structure offset *
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* definitions for OpenGL structures that are accessed in assembly code. *
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* *
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* Created: 24-Aug-1992 01:24:49 *
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* Author: Charles Whitmer [chuckwh] *
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* Ported for OpenGL 4/1/1994 Otto Berkes [ottob] *
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* *
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* Copyright (c) 1994 Microsoft Corporation *
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\**************************************************************************/
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#include <nt.h>
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#include <ntrtl.h>
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#include <nturtl.h>
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#include <stddef.h>
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#include <stdio.h>
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#include <windows.h>
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#include <ddraw.h>
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#include <glp.h>
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#include "types.h"
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#include "context.h"
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#include "render.h"
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#include "attrib.h"
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#include "gencx.h"
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#define __BUILD_GLI386__
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#include "..\..\dlist\dl_pdata.h"
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#define OFFSET(type, field) ((LONG)(&((type *)0)->field))
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// pblank prints a blank line.
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#define pblank() fprintf(outfh,"\n")
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// pstruct defines an empty structure with the correct size.
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#define pstruct(n,c) fprintf(outfh, \
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"%s struc\n db %d dup(0)\n%s ends\n", \
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n,c,n);
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// pstr prints a string.
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#define pstr(s) fprintf(outfh,"%s\n",s)
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// pcomment prints a comment.
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#define pcomment(s) fprintf(outfh,"; %s\n",s)
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// pequate prints an equate statement.
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#define pequate(m,v) fprintf(outfh,"%s equ 0%lXH\n",m,v);
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void CreateInc(FILE *outfh)
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{
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__GLmatrix *m = 0;
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__GLfloat one = (__GLfloat)1;
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pblank();
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pcomment("------------------------------------------------------------------");
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pcomment(" Module Name: gli386.inc");
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pcomment("");
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pcomment(" Defines OpenGL assembly-language structures.");
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pcomment("");
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pcomment(" Copyright (c) 1994, 1995 Microsoft Corporation");
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pcomment("------------------------------------------------------------------");
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pblank();
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pblank();
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pblank();
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pcomment("Matrix structure offsets");
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pblank();
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pequate("__MATRIX_M00 ", &m->matrix[0][0]);
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pequate("__MATRIX_M01 ", &m->matrix[0][1]);
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pequate("__MATRIX_M02 ", &m->matrix[0][2]);
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pequate("__MATRIX_M03 ", &m->matrix[0][3]);
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pequate("__MATRIX_M10 ", &m->matrix[1][0]);
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pequate("__MATRIX_M11 ", &m->matrix[1][1]);
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pequate("__MATRIX_M12 ", &m->matrix[1][2]);
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pequate("__MATRIX_M13 ", &m->matrix[1][3]);
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pequate("__MATRIX_M20 ", &m->matrix[2][0]);
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pequate("__MATRIX_M21 ", &m->matrix[2][1]);
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pequate("__MATRIX_M22 ", &m->matrix[2][2]);
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pequate("__MATRIX_M23 ", &m->matrix[2][3]);
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pequate("__MATRIX_M30 ", &m->matrix[3][0]);
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pequate("__MATRIX_M31 ", &m->matrix[3][1]);
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pequate("__MATRIX_M32 ", &m->matrix[3][2]);
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pequate("__MATRIX_M33 ", &m->matrix[3][3]);
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pblank();
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// GLGENwindow
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pcomment("GLGENwindow structure");
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pblank();
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pequate("GENWIN_sem ", OFFSET(GLGENwindow, sem));
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pequate("GENWIN_lUsers ", OFFSET(GLGENwindow, lUsers));
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pequate("GENWIN_gengc ", OFFSET(GLGENwindow, gengc));
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pequate("GENWIN_owningThread ", OFFSET(GLGENwindow, owningThread));
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pequate("GENWIN_lockRecursion ", OFFSET(GLGENwindow, lockRecursion));
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pblank();
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// Stuff from: \nt\private\windows\gdi\opengl\server\inc\gencx.h
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pcomment("__GLGENcontextRec structure");
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pblank();
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pstruct("GLGENcontextRec",sizeof(struct __GLGENcontextRec));
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pblank();
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pequate("GENCTX_hrc ",OFFSET(struct __GLGENcontextRec,hrc ));
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pequate("GENCTX_pajTranslateVector",OFFSET(struct __GLGENcontextRec,pajTranslateVector));
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pequate("GENCTX_pPrivateArea ",OFFSET(struct __GLGENcontextRec,pPrivateArea));
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pequate("GENGC_ColorsBits ",OFFSET(struct __GLGENcontextRec,ColorsBits));
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pequate("GENGC_SPAN_r ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.r));
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pequate("GENGC_SPAN_g ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.g));
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pequate("GENGC_SPAN_b ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.b));
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pequate("GENGC_SPAN_a ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.a));
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pequate("GENGC_SPAN_s ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.s));
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pequate("GENGC_SPAN_t ",OFFSET(struct __GLGENcontextRec,genAccel.spanValue.t));
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pequate("GENGC_SPAN_dr ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.r));
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pequate("GENGC_SPAN_dg ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.g));
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pequate("GENGC_SPAN_db ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.b));
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pequate("GENGC_SPAN_da ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.a));
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pequate("GENGC_SPAN_ds ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.s));
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pequate("GENGC_SPAN_dt ",OFFSET(struct __GLGENcontextRec,genAccel.spanDelta.t));
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pequate("GENGC_SPAN_z ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.z));
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pequate("GENGC_SPAN_dz ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.dzdx));
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pequate("GENGC_SPAN_zbuf ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.zbuf));
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pequate("GENGC_SPAN_ppix ",OFFSET(struct __GLGENcontextRec,genAccel.pPix));
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pequate("GENGC_SPAN_x ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.x));
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pequate("GENGC_SPAN_y ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.y));
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pequate("GENGC_SPAN_length ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.length));
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pequate("GENGC_rAccum ",OFFSET(struct __GLGENcontextRec,genAccel.rAccum));
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pequate("GENGC_gAccum ",OFFSET(struct __GLGENcontextRec,genAccel.gAccum));
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pequate("GENGC_bAccum ",OFFSET(struct __GLGENcontextRec,genAccel.bAccum));
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pequate("GENGC_aAccum ",OFFSET(struct __GLGENcontextRec,genAccel.aAccum));
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pequate("GENGC_zAccum ",OFFSET(struct __GLGENcontextRec,genAccel.zAccum));
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pequate("GENGC_sAccum ",OFFSET(struct __GLGENcontextRec,genAccel.sAccum));
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pequate("GENGC_tAccum ",OFFSET(struct __GLGENcontextRec,genAccel.tAccum));
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pequate("GENGC_pixAccum ",OFFSET(struct __GLGENcontextRec,genAccel.pixAccum));
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pequate("GENGC_ditherAccum ",OFFSET(struct __GLGENcontextRec,genAccel.ditherAccum));
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pequate("GENGC_sResult ",OFFSET(struct __GLGENcontextRec,genAccel.sResult[0]));
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pequate("GENGC_tResult ",OFFSET(struct __GLGENcontextRec,genAccel.tResult[0]));
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pequate("GENGC_sResultNew ",OFFSET(struct __GLGENcontextRec,genAccel.sResultNew[0]));
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pequate("GENGC_tResultNew ",OFFSET(struct __GLGENcontextRec,genAccel.tResultNew[0]));
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pequate("GENGC_sMask ",OFFSET(struct __GLGENcontextRec,genAccel.sMask));
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pequate("GENGC_tMaskSubDiv ",OFFSET(struct __GLGENcontextRec,genAccel.tMaskSubDiv));
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pequate("GENGC_tShiftSubDiv ",OFFSET(struct __GLGENcontextRec,genAccel.tShiftSubDiv));
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pequate("GENGC_texImage ",OFFSET(struct __GLGENcontextRec,genAccel.texImage));
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pequate("GENGC_texImageReplace ",OFFSET(struct __GLGENcontextRec,genAccel.texImageReplace));
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pequate("GENGC_texPalette ",OFFSET(struct __GLGENcontextRec,genAccel.texPalette));
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pequate("GENGC_qwAccum ",OFFSET(struct __GLGENcontextRec,genAccel.qwAccum));
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pequate("GENGC_SPAN_dqwdx ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.dqwdx));
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pequate("GENGC_SPAN_qw ",OFFSET(struct __GLGENcontextRec,gc.polygon.shader.frag.qw));
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pequate("GENGC_xlatPalette ",OFFSET(struct __GLGENcontextRec,xlatPalette));
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pequate("GENGC_sStepX ",OFFSET(struct __GLGENcontextRec,genAccel.sStepX));
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pequate("GENGC_tStepX ",OFFSET(struct __GLGENcontextRec,genAccel.tStepX));
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pequate("GENGC_qwStepX ",OFFSET(struct __GLGENcontextRec,genAccel.qwStepX));
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pequate("GENGC_subDs ",OFFSET(struct __GLGENcontextRec,genAccel.subDs));
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pequate("GENGC_subDt ",OFFSET(struct __GLGENcontextRec,genAccel.subDt));
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pequate("GENGC_rDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[0]));
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pequate("GENGC_gDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[1]));
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pequate("GENGC_bDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[2]));
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pequate("GENGC_aDisplay ",OFFSET(struct __GLGENcontextRec,genAccel.displayColor[3]));
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pequate("GENGC_bytesPerPixel ",OFFSET(struct __GLGENcontextRec,genAccel.xMultiplier));
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pequate("GENGC_bpp ",OFFSET(struct __GLGENcontextRec,genAccel.bpp));
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pequate("GENGC_flags ",OFFSET(struct __GLGENcontextRec,genAccel.flags));
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pequate("GENGC_pInvTranslateVector",OFFSET(struct __GLGENcontextRec,pajInvTranslateVector));
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pequate("GENGC_pwndMakeCur ", OFFSET(__GLGENcontext, pwndMakeCur));
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pequate("GENGC_pwndLocked ", OFFSET(__GLGENcontext, pwndLocked));
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pequate("GENGC_fsLocks ", OFFSET(__GLGENcontext, fsLocks));
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pequate("GENGC_fsGenLocks ", OFFSET(__GLGENcontext, fsGenLocks));
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pblank();
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pequate("COLOR_r ",OFFSET(struct __GLcolorRec,r ));
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pequate("COLOR_g ",OFFSET(struct __GLcolorRec,g ));
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pequate("COLOR_b ",OFFSET(struct __GLcolorRec,b ));
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pequate("COLOR_a ",OFFSET(struct __GLcolorRec,a ));
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pblank();
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// Stuff from: \nt\private\windows\gdi\opengl\server\inc\gencx.h
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pcomment("__GLcontextRec structure");
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pblank();
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pblank();
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pequate("GC_paTeb ",OFFSET(struct __GLcontextRec,paTeb));
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pequate("GC_oneOverRedVertexScale ",OFFSET(struct __GLcontextRec,oneOverRedVertexScale));
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pequate("GC_oneOverGreenVertexScale ",OFFSET(struct __GLcontextRec,oneOverGreenVertexScale));
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pequate("GC_oneOverBlueVertexScale ",OFFSET(struct __GLcontextRec,oneOverBlueVertexScale));
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pequate("GC_redVertexScale ",OFFSET(struct __GLcontextRec,redVertexScale));
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pequate("GC_greenVertexScale ",OFFSET(struct __GLcontextRec,greenVertexScale));
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pequate("GC_blueVertexScale ",OFFSET(struct __GLcontextRec,blueVertexScale));
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pequate("GC_alphaVertexScale ",OFFSET(struct __GLcontextRec,alphaVertexScale));
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pequate("GC_redClampTable ",OFFSET(struct __GLcontextRec,redClampTable[0]));
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pequate("GC_greenClampTable ",OFFSET(struct __GLcontextRec,greenClampTable[0]));
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pequate("GC_blueClampTable ",OFFSET(struct __GLcontextRec,blueClampTable[0]));
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pequate("GC_alphaClampTable ",OFFSET(struct __GLcontextRec,alphaClampTable[0]));
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pequate("GC_SHADER_R ", OFFSET(__GLcontext, polygon.shader.frag.color.r));
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pequate("GC_SHADER_G ", OFFSET(__GLcontext, polygon.shader.frag.color.g));
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pequate("GC_SHADER_B ", OFFSET(__GLcontext, polygon.shader.frag.color.b));
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pequate("GC_SHADER_A ", OFFSET(__GLcontext, polygon.shader.frag.color.a));
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pequate("GC_SHADER_DRDX ", OFFSET(__GLcontext, polygon.shader.drdx));
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pequate("GC_SHADER_DGDX ", OFFSET(__GLcontext, polygon.shader.dgdx));
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pequate("GC_SHADER_DBDX ", OFFSET(__GLcontext, polygon.shader.dbdx));
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pequate("GC_SHADER_DADX ", OFFSET(__GLcontext, polygon.shader.dadx));
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pblank();
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pequate("GC_LIGHT_front ", OFFSET(__GLcontext, light.front));
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pequate("GC_LIGHT_back ", OFFSET(__GLcontext, light.back));
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pblank();
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pequate("GC_mInv ", OFFSET(__GLcontext, mInv));
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pblank();
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pcomment("Other constants");
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pblank();
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pequate("__FLOAT_ONE ", *(long*)&one);
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pblank();
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pequate("SURFACE_TYPE_DIB ", SURFACE_TYPE_DIB);
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pequate("GEN_TEXTURE_ORTHO ", GEN_TEXTURE_ORTHO);
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pequate("PANEEDS_NORMAL ", PANEEDS_NORMAL);
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pequate("__GL_CLIP_USER0 ", __GL_CLIP_USER0);
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pequate("__GL_FRONTFACE ", __GL_FRONTFACE);
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pequate("__GL_BACKFACE ", __GL_BACKFACE);
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pequate("__GL_NORMALIZE_ENABLE ", __GL_NORMALIZE_ENABLE);
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pequate("__GL_SPEC_LOOKUP_TABLE_SIZE ", __GL_SPEC_LOOKUP_TABLE_SIZE);
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pequate("__GL_MATERIAL_AMBIENT ", __GL_MATERIAL_AMBIENT);
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pequate("__GL_MATERIAL_DIFFUSE ", __GL_MATERIAL_DIFFUSE);
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pequate("__GL_MATERIAL_SPECULAR ", __GL_MATERIAL_SPECULAR);
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pequate("__GL_MATERIAL_EMISSIVE ", __GL_MATERIAL_EMISSIVE);
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pblank();
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pequate("GC_SHADE_rLittle ",OFFSET(__GLcontext, polygon.shader.rLittle));
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pequate("GC_SHADE_gLittle ",OFFSET(__GLcontext, polygon.shader.gLittle));
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pequate("GC_SHADE_bLittle ",OFFSET(__GLcontext, polygon.shader.bLittle));
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pequate("GC_SHADE_aLittle ",OFFSET(__GLcontext, polygon.shader.aLittle));
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pblank();
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pequate("GC_SHADE_drdy ",OFFSET(__GLcontext, polygon.shader.drdy));
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pequate("GC_SHADE_dgdy ",OFFSET(__GLcontext, polygon.shader.dgdy));
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pequate("GC_SHADE_dbdy ",OFFSET(__GLcontext, polygon.shader.dbdy));
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pequate("GC_SHADE_dady ",OFFSET(__GLcontext, polygon.shader.dady));
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pblank();
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pequate("GC_SHADE_drdx ",OFFSET(__GLcontext, polygon.shader.drdx ));
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pequate("GC_SHADE_dgdx ",OFFSET(__GLcontext, polygon.shader.dgdx ));
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pequate("GC_SHADE_dbdx ",OFFSET(__GLcontext, polygon.shader.dbdx ));
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pequate("GC_SHADE_dadx ",OFFSET(__GLcontext, polygon.shader.dadx ));
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pblank();
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pequate("GC_VIEWPORT_xScale ", OFFSET(__GLcontext, state.viewport.xScale));
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pequate("GC_VIEWPORT_yScale ", OFFSET(__GLcontext, state.viewport.yScale));
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pequate("GC_VIEWPORT_zScale ", OFFSET(__GLcontext, state.viewport.zScale));
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pequate("GC_VIEWPORT_xCenter ", OFFSET(__GLcontext, state.viewport.xCenter));
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pequate("GC_VIEWPORT_yCenter ", OFFSET(__GLcontext, state.viewport.yCenter));
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pequate("GC_VIEWPORT_zCenter ", OFFSET(__GLcontext, state.viewport.zCenter));
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pblank();
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pequate("GC_STATE_clipPlanes0 ",OFFSET(__GLcontext, state.transform.eyeClipPlanes));
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pequate("GC_STATE_enablesClipPlanes ",OFFSET(__GLcontext, state.enables.clipPlanes));
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pequate("GC_STATE_enablesGeneral ",OFFSET(__GLcontext, state.enables.general));
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pequate("GC_STATE_lightModelAmbient ",OFFSET(__GLcontext, state.light.model.ambient));
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pblank();
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pequate("GC_LIGHT_sources ",OFFSET(__GLcontext, light.sources));
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pblank();
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pequate("GC_VERTEX_paNeeds ",OFFSET(__GLcontext, vertex.paNeeds));
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pblank();
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pequate("VERTEX_color ", OFFSET(__GLvertex, color));
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pblank();
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#ifndef _WIN95_
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pequate("TeglPaTeb ", TeglPaTeb);
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pequate("TeglSectionInfo ", TeglSectionInfo);
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#else
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pequate("GtiPaTeb ", OFFSET(GLTEBINFO, glReserved1));
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pequate("GtiSectionInfo ", OFFSET(GLTEBINFO, glSectionInfo));
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#endif
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pblank();
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pequate("sizeof_MATERIAL ", sizeof(__GLmaterialMachine));
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pequate("MATERIAL_scale ", OFFSET(__GLmaterialMachine, scale));
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pequate("MATERIAL_threshold ", OFFSET(__GLmaterialMachine, threshold));
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pequate("MATERIAL_specTable ", OFFSET(__GLmaterialMachine, specTable));
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pequate("MATERIAL_alpha ", OFFSET(__GLmaterialMachine, alpha));
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pequate("MATERIAL_paSceneColor ", OFFSET(__GLmaterialMachine, paSceneColor));
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pequate("MATERIAL_colorMaterialChange ", OFFSET(__GLmaterialMachine, colorMaterialChange));
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pequate("MATERIAL_cachedEmissiveAmbient ", OFFSET(__GLmaterialMachine, cachedEmissiveAmbient));
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pequate("MATERIAL_cachedNonLit ", OFFSET(__GLmaterialMachine, cachedNonLit));
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pblank();
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pequate("sizeof_LIGHTSOURCE ", sizeof(__GLlightSourceMachine));
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pequate("LIGHTSOURCE_next ", OFFSET(__GLlightSourceMachine, next));
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pequate("LIGHTSOURCE_front ", OFFSET(__GLlightSourceMachine, front));
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pequate("LIGHTSOURCE_back ", OFFSET(__GLlightSourceMachine, back));
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pequate("LIGHTSOURCE_unitVPpli ", OFFSET(__GLlightSourceMachine, unitVPpli.x));
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pequate("LIGHTSOURCE_hHat ", OFFSET(__GLlightSourceMachine, hHat.x));
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pequate("LIGHTSOURCE_state ", OFFSET(__GLlightSourceMachine, state));
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pblank();
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pequate("sizeof_LIGHTSOURCESTATE ", sizeof(__GLlightSourceState));
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pequate("LIGHTSOURCESTATE_ambient ", OFFSET(__GLlightSourceState, ambient));
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|
pequate("LIGHTSOURCESTATE_diffuse ", OFFSET(__GLlightSourceState, diffuse));
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|
pequate("LIGHTSOURCESTATE_specular ", OFFSET(__GLlightSourceState, specular));
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pblank();
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pequate("sizeof_LIGHTSOURCEPERMATERIAL ", sizeof(__GLlightSourcePerMaterialMachine));
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|
pequate("LIGHTSOURCEPERMATERIAL_ambient ", OFFSET(__GLlightSourcePerMaterialMachine, ambient.r));
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pequate("LIGHTSOURCEPERMATERIAL_specular ", OFFSET(__GLlightSourcePerMaterialMachine, specular.r));
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pequate("LIGHTSOURCEPERMATERIAL_diffuse ", OFFSET(__GLlightSourcePerMaterialMachine, diffuse.r));
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pblank();
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pequate("PA_flags ", OFFSET(POLYARRAY, flags));
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pequate("PA_pdNextVertex ", OFFSET(POLYARRAY, pdNextVertex));
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pequate("PA_pdFlush ", OFFSET(POLYARRAY, pdFlush));
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pequate("PA_pdCurNormal ", OFFSET(POLYARRAY, pdCurNormal));
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pequate("PA_pdCurTexture ", OFFSET(POLYARRAY, pdCurTexture));
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pequate("PA_pdCurColor ", OFFSET(POLYARRAY, pdCurColor));
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pequate("PA_pd0 ", OFFSET(POLYARRAY, pd0));
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pequate("PA_andClipCodes ", OFFSET(POLYARRAY, andClipCodes));
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pequate("PA_orClipCodes ", OFFSET(POLYARRAY, orClipCodes));
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pequate("POLYARRAY_IN_BEGIN ", POLYARRAY_IN_BEGIN);
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pequate("POLYARRAY_VERTEX3 ", POLYARRAY_VERTEX3);
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pequate("POLYARRAY_VERTEX2 ", POLYARRAY_VERTEX2);
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pequate("POLYARRAY_TEXTURE2 ", POLYARRAY_TEXTURE2);
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pequate("POLYARRAY_TEXTURE3 ", POLYARRAY_TEXTURE3);
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pequate("POLYARRAY_CLAMP_COLOR ", POLYARRAY_CLAMP_COLOR);
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#ifdef GL_EXT_cull_vertex
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pequate("POLYARRAY_HAS_CULLED_VERTEX", POLYARRAY_HAS_CULLED_VERTEX);
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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;
|
|
}
|