* Mesa, including lighting, clipping, texture image conversion etc.
*/
+#ifndef __STDC_FORMAT_MACROS
+#define __STDC_FORMAT_MACROS
+#endif
+#include <inttypes.h>
+
#include "main/glheader.h"
#include "main/mtypes.h"
#include "tnl/t_context.h"
printf( "\n" ); \
} while (0)
-#if defined(__BEOS__) || defined(_LP64)
-#define OFFSET( s, t, m ) \
- printf( "#define %s\t%ld\n", s, offsetof( t, m ) );
-#else
#define OFFSET( s, t, m ) \
- printf( "#define %s\t%d\n", s, offsetof( t, m ) );
-#endif
+ printf( "#define %s\t%lu\n", s, (unsigned long) offsetof( t, m ) );
-#if defined(__BEOS__) || defined(_LP64)
-#define SIZEOF( s, t ) \
- printf( "#define %s\t%ld\n", s, sizeof(t) );
-#else
#define SIZEOF( s, t ) \
- printf( "#define %s\t%d\n", s, sizeof(t) );
-#endif
+ printf( "#define %s\t%lu\n", s, (unsigned long) sizeof(t) );
#define DEFINE( s, d ) \
- printf( "#define %s\t0x%x\n", s, d );
+ printf( "#define %s\t0x%" PRIx64 "\n", s, (uint64_t) d );
printf( "\n" );
- /* GLcontext offsets:
+ /* struct gl_context offsets:
*/
- OFFSET_HEADER( "GLcontext" );
+ OFFSET_HEADER( "struct gl_context" );
- OFFSET( "CTX_DRIVER_CTX ", GLcontext, DriverCtx );
+ OFFSET( "CTX_DRIVER_CTX ", struct gl_context, DriverCtx );
printf( "\n" );
- OFFSET( "CTX_LIGHT_ENABLED ", GLcontext, Light.Enabled );
- OFFSET( "CTX_LIGHT_SHADE_MODEL ", GLcontext, Light.ShadeModel );
- OFFSET( "CTX_LIGHT_COLOR_MAT_FACE ", GLcontext, Light.ColorMaterialFace );
- OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", GLcontext, Light.ColorMaterialMode );
- OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", GLcontext, Light.ColorMaterialBitmask );
- OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", GLcontext, Light.ColorMaterialEnabled );
- OFFSET( "CTX_LIGHT_ENABLED_LIST ", GLcontext, Light.EnabledList );
- OFFSET( "CTX_LIGHT_NEED_VERTS ", GLcontext, Light._NeedVertices );
- OFFSET( "CTX_LIGHT_FLAGS ", GLcontext, Light._Flags );
- OFFSET( "CTX_LIGHT_BASE_COLOR ", GLcontext, Light._BaseColor );
+ OFFSET( "CTX_LIGHT_ENABLED ", struct gl_context, Light.Enabled );
+ OFFSET( "CTX_LIGHT_SHADE_MODEL ", struct gl_context, Light.ShadeModel );
+ OFFSET( "CTX_LIGHT_COLOR_MAT_FACE ", struct gl_context, Light.ColorMaterialFace );
+ OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", struct gl_context, Light.ColorMaterialMode );
+ OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", struct gl_context, Light.ColorMaterialBitmask );
+ OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", struct gl_context, Light.ColorMaterialEnabled );
+ OFFSET( "CTX_LIGHT_ENABLED_LIST ", struct gl_context, Light.EnabledList );
+ OFFSET( "CTX_LIGHT_NEED_VERTS ", struct gl_context, Light._NeedVertices );
+ OFFSET( "CTX_LIGHT_BASE_COLOR ", struct gl_context, Light._BaseColor );
/* struct vertex_buffer offsets:
OFFSET( "VB_COUNT ", struct vertex_buffer, Count );
printf( "\n" );
OFFSET( "VB_ELTS ", struct vertex_buffer, Elts );
- OFFSET( "VB_OBJ_PTR ", struct vertex_buffer, ObjPtr );
+ OFFSET( "VB_OBJ_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_POS] );
OFFSET( "VB_EYE_PTR ", struct vertex_buffer, EyePtr );
OFFSET( "VB_CLIP_PTR ", struct vertex_buffer, ClipPtr );
OFFSET( "VB_PROJ_CLIP_PTR ", struct vertex_buffer, NdcPtr );
OFFSET( "VB_CLIP_OR_MASK ", struct vertex_buffer, ClipOrMask );
OFFSET( "VB_CLIP_MASK ", struct vertex_buffer, ClipMask );
- OFFSET( "VB_NORMAL_PTR ", struct vertex_buffer, NormalPtr );
+ OFFSET( "VB_NORMAL_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_NORMAL] );
OFFSET( "VB_EDGE_FLAG ", struct vertex_buffer, EdgeFlag );
- OFFSET( "VB_TEX0_COORD_PTR ", struct vertex_buffer, TexCoordPtr[0] );
- OFFSET( "VB_TEX1_COORD_PTR ", struct vertex_buffer, TexCoordPtr[1] );
- OFFSET( "VB_TEX2_COORD_PTR ", struct vertex_buffer, TexCoordPtr[2] );
- OFFSET( "VB_TEX3_COORD_PTR ", struct vertex_buffer, TexCoordPtr[3] );
- OFFSET( "VB_INDEX_PTR ", struct vertex_buffer, IndexPtr );
- OFFSET( "VB_COLOR_PTR ", struct vertex_buffer, ColorPtr );
- OFFSET( "VB_SECONDARY_COLOR_PTR ", struct vertex_buffer, SecondaryColorPtr );
- OFFSET( "VB_FOG_COORD_PTR ", struct vertex_buffer, FogCoordPtr );
+ OFFSET( "VB_TEX0_COORD_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX0] );
+ OFFSET( "VB_TEX1_COORD_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX1] );
+ OFFSET( "VB_TEX2_COORD_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX2] );
+ OFFSET( "VB_TEX3_COORD_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_TEX3] );
+ OFFSET( "VB_INDEX_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_COLOR_INDEX] );
+ OFFSET( "VB_COLOR_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_COLOR0] );
+ OFFSET( "VB_SECONDARY_COLOR_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_COLOR1] );
+ OFFSET( "VB_FOG_COORD_PTR ", struct vertex_buffer, AttribPtr[_TNL_ATTRIB_FOG] );
OFFSET( "VB_PRIMITIVE ", struct vertex_buffer, Primitive );
printf( "\n" );
OFFSET( "LIGHT_DIFFUSE ", struct gl_light, Diffuse );
OFFSET( "LIGHT_SPECULAR ", struct gl_light, Specular );
OFFSET( "LIGHT_EYE_POSITION ", struct gl_light, EyePosition );
- OFFSET( "LIGHT_EYE_DIRECTION ", struct gl_light, EyeDirection );
+ OFFSET( "LIGHT_SPOT_DIRECTION ", struct gl_light, SpotDirection );
OFFSET( "LIGHT_SPOT_EXPONENT ", struct gl_light, SpotExponent );
OFFSET( "LIGHT_SPOT_CUTOFF ", struct gl_light, SpotCutoff );
OFFSET( "LIGHT_COS_CUTOFF ", struct gl_light, _CosCutoff );
OFFSET( "LIGHT_POSITION ", struct gl_light, _Position );
OFFSET( "LIGHT_VP_INF_NORM ", struct gl_light, _VP_inf_norm );
OFFSET( "LIGHT_H_INF_NORM ", struct gl_light, _h_inf_norm );
- OFFSET( "LIGHT_NORM_DIRECTION ", struct gl_light, _NormDirection );
+ OFFSET( "LIGHT_NORM_DIRECTION ", struct gl_light, _NormSpotDirection );
OFFSET( "LIGHT_VP_INF_SPOT_ATTEN ", struct gl_light, _VP_inf_spot_attenuation );
printf( "\n" );
- OFFSET( "LIGHT_SPOT_EXP_TABLE ", struct gl_light, _SpotExpTable );
OFFSET( "LIGHT_MAT_AMBIENT ", struct gl_light, _MatAmbient );
OFFSET( "LIGHT_MAT_DIFFUSE ", struct gl_light, _MatDiffuse );
OFFSET( "LIGHT_MAT_SPECULAR ", struct gl_light, _MatSpecular );