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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * OTHER DEALINGS IN THE SOFTWARE.
     23  *
     24  * Authors:
     25  *    Gareth Hughes
     26  */
     27 
     28 /*
     29  * This generates an asm version of mtypes.h (called matypes.h), so that
     30  * Mesa's x86 assembly code can access the internal structures easily.
     31  * This will be particularly useful when developing new x86 asm code for
     32  * Mesa, including lighting, clipping, texture image conversion etc.
     33  */
     34 
     35 #ifndef __STDC_FORMAT_MACROS
     36 #define __STDC_FORMAT_MACROS
     37 #endif
     38 
     39 #include <stdio.h>
     40 #include <inttypes.h>
     41 
     42 #include "main/glheader.h"
     43 #include "main/mtypes.h"
     44 #include "tnl/t_context.h"
     45 
     46 
     47 #undef offsetof
     48 #define offsetof( type, member ) ((size_t) &((type *)0)->member)
     49 
     50 
     51 #define OFFSET_HEADER( x )						\
     52 do {									\
     53    printf( "\n" );							\
     54    printf( "\n" );							\
     55    printf( "/* ====================================================="	\
     56 	   "========\n" );						\
     57    printf( " * Offsets for " x "\n" );					\
     58    printf( " */\n" );							\
     59    printf( "\n" );							\
     60 } while (0)
     61 
     62 #define DEFINE_HEADER( x )						\
     63 do {									\
     64    printf( "\n" );							\
     65    printf( "/*\n" );							\
     66    printf( " * Flags for " x "\n" );					\
     67    printf( " */\n" );							\
     68    printf( "\n" );							\
     69 } while (0)
     70 
     71 #ifdef ASM_OFFSETS
     72 
     73 /*
     74  * Format the asm output in a special way that we can manipulate
     75  * after the fact and turn into the final header for the target.
     76  */
     77 
     78 #define DEFINE_UL( s, ul )						\
     79    __asm__ __volatile__ ( "\n->" s " %0" : : "i" (ul) )
     80 
     81 #define DEFINE( s, d )							\
     82    DEFINE_UL( s, d )
     83 
     84 #define printf( x )							\
     85    __asm__ __volatile__ ( "\n->" x )
     86 
     87 #else
     88 
     89 #define DEFINE_UL( s, ul )						\
     90    printf( "#define %s\t%lu\n", s, (unsigned long) (ul) );
     91 
     92 #define DEFINE( s, d )							\
     93    printf( "#define %s\t0x%" PRIx64 "\n", s, (uint64_t) d );
     94 
     95 #endif
     96 
     97 #define OFFSET( s, t, m )						\
     98    DEFINE_UL( s, offsetof( t, m ) )
     99 
    100 #define SIZEOF( s, t )							\
    101    DEFINE_UL( s, sizeof(t) )
    102 
    103 
    104 
    105 int main( int argc, char **argv )
    106 {
    107    printf( "/*\n" );
    108    printf( " * This file is automatically generated from the Mesa internal type\n" );
    109    printf( " * definitions.  Do not edit directly.\n" );
    110    printf( " */\n" );
    111    printf( "\n" );
    112    printf( "#ifndef __ASM_TYPES_H__\n" );
    113    printf( "#define __ASM_TYPES_H__\n" );
    114    printf( "\n" );
    115 
    116 
    117    /* struct gl_context offsets:
    118     */
    119    OFFSET_HEADER( "struct gl_context" );
    120 
    121    printf( "\n" );
    122    OFFSET( "CTX_LIGHT_ENABLED           ", struct gl_context, Light.Enabled );
    123    OFFSET( "CTX_LIGHT_SHADE_MODEL       ", struct gl_context, Light.ShadeModel );
    124    OFFSET( "CTX_LIGHT_COLOR_MAT_FACE    ", struct gl_context, Light.ColorMaterialFace );
    125    OFFSET( "CTX_LIGHT_COLOR_MAT_MODE    ", struct gl_context, Light.ColorMaterialMode );
    126    OFFSET( "CTX_LIGHT_COLOR_MAT_MASK    ", struct gl_context, Light._ColorMaterialBitmask );
    127    OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", struct gl_context, Light.ColorMaterialEnabled );
    128    OFFSET( "CTX_LIGHT_ENABLED_LIGHTS    ", struct gl_context, Light._EnabledLights );
    129    OFFSET( "CTX_LIGHT_NEED_VERTS        ", struct gl_context, Light._NeedVertices );
    130    OFFSET( "CTX_LIGHT_BASE_COLOR        ", struct gl_context, Light._BaseColor );
    131 
    132 
    133    /* struct vertex_buffer offsets:
    134     */
    135    OFFSET_HEADER( "struct vertex_buffer" );
    136 
    137    OFFSET( "VB_SIZE                ", struct vertex_buffer, Size );
    138    OFFSET( "VB_COUNT               ", struct vertex_buffer, Count );
    139    printf( "\n" );
    140    OFFSET( "VB_ELTS                ", struct vertex_buffer, Elts );
    141    OFFSET( "VB_OBJ_PTR             ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_POS] );
    142    OFFSET( "VB_EYE_PTR             ", struct vertex_buffer, EyePtr );
    143    OFFSET( "VB_CLIP_PTR            ", struct vertex_buffer, ClipPtr );
    144    OFFSET( "VB_PROJ_CLIP_PTR       ", struct vertex_buffer, NdcPtr );
    145    OFFSET( "VB_CLIP_OR_MASK        ", struct vertex_buffer, ClipOrMask );
    146    OFFSET( "VB_CLIP_MASK           ", struct vertex_buffer, ClipMask );
    147    OFFSET( "VB_NORMAL_PTR          ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_NORMAL] );
    148    OFFSET( "VB_EDGE_FLAG           ", struct vertex_buffer, EdgeFlag );
    149    OFFSET( "VB_TEX0_COORD_PTR      ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX0] );
    150    OFFSET( "VB_TEX1_COORD_PTR      ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX1] );
    151    OFFSET( "VB_TEX2_COORD_PTR      ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX2] );
    152    OFFSET( "VB_TEX3_COORD_PTR      ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX3] );
    153    OFFSET( "VB_INDEX_PTR           ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_COLOR_INDEX] );
    154    OFFSET( "VB_COLOR_PTR           ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_COLOR0] );
    155    OFFSET( "VB_SECONDARY_COLOR_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_COLOR1] );
    156    OFFSET( "VB_FOG_COORD_PTR       ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_FOG] );
    157    OFFSET( "VB_PRIMITIVE           ", struct vertex_buffer, Primitive );
    158    printf( "\n" );
    159 
    160    DEFINE_HEADER( "struct vertex_buffer" );
    161 
    162    /* XXX use new labels here someday after vertex proram is done */
    163    DEFINE( "VERT_BIT_OBJ           ", VERT_BIT_POS );
    164    DEFINE( "VERT_BIT_NORM          ", VERT_BIT_NORMAL );
    165    DEFINE( "VERT_BIT_RGBA          ", VERT_BIT_COLOR0 );
    166    DEFINE( "VERT_BIT_SPEC_RGB      ", VERT_BIT_COLOR1 );
    167    DEFINE( "VERT_BIT_FOG_COORD     ", VERT_BIT_FOG );
    168    DEFINE( "VERT_BIT_TEX0          ", VERT_BIT_TEX0 );
    169    DEFINE( "VERT_BIT_TEX1          ", VERT_BIT_TEX1 );
    170    DEFINE( "VERT_BIT_TEX2          ", VERT_BIT_TEX2 );
    171    DEFINE( "VERT_BIT_TEX3          ", VERT_BIT_TEX3 );
    172 
    173 
    174    /* GLvector4f offsets:
    175     */
    176    OFFSET_HEADER( "GLvector4f" );
    177 
    178    OFFSET( "V4F_DATA          ", GLvector4f, data );
    179    OFFSET( "V4F_START         ", GLvector4f, start );
    180    OFFSET( "V4F_COUNT         ", GLvector4f, count );
    181    OFFSET( "V4F_STRIDE        ", GLvector4f, stride );
    182    OFFSET( "V4F_SIZE          ", GLvector4f, size );
    183    OFFSET( "V4F_FLAGS         ", GLvector4f, flags );
    184 
    185    DEFINE_HEADER( "GLvector4f" );
    186 
    187    DEFINE( "VEC_MALLOC        ", VEC_MALLOC );
    188    DEFINE( "VEC_NOT_WRITEABLE ", VEC_NOT_WRITEABLE );
    189    DEFINE( "VEC_BAD_STRIDE    ", VEC_BAD_STRIDE );
    190    printf( "\n" );
    191    DEFINE( "VEC_SIZE_1        ", VEC_SIZE_1 );
    192    DEFINE( "VEC_SIZE_2        ", VEC_SIZE_2 );
    193    DEFINE( "VEC_SIZE_3        ", VEC_SIZE_3 );
    194    DEFINE( "VEC_SIZE_4        ", VEC_SIZE_4 );
    195 
    196 
    197    /* GLmatrix offsets:
    198     */
    199    OFFSET_HEADER( "GLmatrix" );
    200 
    201    OFFSET( "MATRIX_DATA   ", GLmatrix, m );
    202    OFFSET( "MATRIX_INV    ", GLmatrix, inv );
    203    OFFSET( "MATRIX_FLAGS  ", GLmatrix, flags );
    204    OFFSET( "MATRIX_TYPE   ", GLmatrix, type );
    205 
    206 
    207    /* struct gl_light offsets:
    208     */
    209    OFFSET_HEADER( "struct gl_light" );
    210 
    211    printf( "\n" );
    212    OFFSET( "LIGHT_AMBIENT           ", struct gl_light, Ambient );
    213    OFFSET( "LIGHT_DIFFUSE           ", struct gl_light, Diffuse );
    214    OFFSET( "LIGHT_SPECULAR          ", struct gl_light, Specular );
    215    OFFSET( "LIGHT_EYE_POSITION      ", struct gl_light, EyePosition );
    216    OFFSET( "LIGHT_SPOT_DIRECTION    ", struct gl_light, SpotDirection );
    217    OFFSET( "LIGHT_SPOT_EXPONENT     ", struct gl_light, SpotExponent );
    218    OFFSET( "LIGHT_SPOT_CUTOFF       ", struct gl_light, SpotCutoff );
    219    OFFSET( "LIGHT_COS_CUTOFF        ", struct gl_light, _CosCutoff );
    220    OFFSET( "LIGHT_CONST_ATTEN       ", struct gl_light, ConstantAttenuation );
    221    OFFSET( "LIGHT_LINEAR_ATTEN      ", struct gl_light, LinearAttenuation );
    222    OFFSET( "LIGHT_QUADRATIC_ATTEN   ", struct gl_light, QuadraticAttenuation );
    223    OFFSET( "LIGHT_ENABLED           ", struct gl_light, Enabled );
    224    printf( "\n" );
    225    OFFSET( "LIGHT_FLAGS             ", struct gl_light, _Flags );
    226    printf( "\n" );
    227    OFFSET( "LIGHT_POSITION          ", struct gl_light, _Position );
    228    OFFSET( "LIGHT_VP_INF_NORM       ", struct gl_light, _VP_inf_norm );
    229    OFFSET( "LIGHT_H_INF_NORM        ", struct gl_light, _h_inf_norm );
    230    OFFSET( "LIGHT_NORM_DIRECTION    ", struct gl_light, _NormSpotDirection );
    231    OFFSET( "LIGHT_VP_INF_SPOT_ATTEN ", struct gl_light, _VP_inf_spot_attenuation );
    232    printf( "\n" );
    233    OFFSET( "LIGHT_MAT_AMBIENT       ", struct gl_light, _MatAmbient );
    234    OFFSET( "LIGHT_MAT_DIFFUSE       ", struct gl_light, _MatDiffuse );
    235    OFFSET( "LIGHT_MAT_SPECULAR      ", struct gl_light, _MatSpecular );
    236    printf( "\n" );
    237    SIZEOF( "SIZEOF_GL_LIGHT         ", struct gl_light );
    238 
    239    DEFINE_HEADER( "struct gl_light" );
    240 
    241    DEFINE( "LIGHT_SPOT              ", LIGHT_SPOT );
    242    DEFINE( "LIGHT_LOCAL_VIEWER      ", LIGHT_LOCAL_VIEWER );
    243    DEFINE( "LIGHT_POSITIONAL        ", LIGHT_POSITIONAL );
    244    printf( "\n" );
    245    DEFINE( "LIGHT_NEED_VERTICES     ", LIGHT_NEED_VERTICES );
    246 
    247 
    248    /* struct gl_lightmodel offsets:
    249     */
    250    OFFSET_HEADER( "struct gl_lightmodel" );
    251 
    252    OFFSET( "LIGHT_MODEL_AMBIENT       ", struct gl_lightmodel, Ambient );
    253    OFFSET( "LIGHT_MODEL_LOCAL_VIEWER  ", struct gl_lightmodel, LocalViewer );
    254    OFFSET( "LIGHT_MODEL_TWO_SIDE      ", struct gl_lightmodel, TwoSide );
    255    OFFSET( "LIGHT_MODEL_COLOR_CONTROL ", struct gl_lightmodel, ColorControl );
    256 
    257 
    258    printf( "\n" );
    259    printf( "\n" );
    260    printf( "#endif /* __ASM_TYPES_H__ */\n" );
    261 
    262    return 0;
    263 }
    264