#ifndef PRIVATE_H #define PRIVATE_H #include #define GLDC_FORCE_INLINE __attribute__((always_inline)) inline #define GLDC_NO_INLINE __attribute__((noinline)) typedef struct { /* Same 32 byte layout as pvr_vertex_t */ uint32_t flags; float x, y, w; uint32_t u, v; // really floats, but stored as uint for better load/store codegen uint32_t bgra; float z; // actually oargb, but repurposed since unused } __attribute__ ((aligned (32))) Vertex; typedef struct { uint32_t format; void *data; uint16_t width; uint16_t height; } TextureObject; void GLDC_NO_INLINE SubmitCommands(Vertex* v3, int n); #endif // PRIVATE_H