python: New state tracker which exposes the pipe driver to python scripts.
Still under development. Just barely works.
This commit is contained in:
169
src/gallium/state_trackers/python/st_device.c
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169
src/gallium/state_trackers/python/st_device.c
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/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "pipe/p_util.h"
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#include "pipe/p_winsys.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_inlines.h"
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#include "cso_cache/cso_context.h"
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#include "util/u_simple_shaders.h"
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#include "st_device.h"
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#include "st_winsys.h"
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static void
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st_device_really_destroy(struct st_device *st_dev)
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{
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if(st_dev->screen)
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st_dev->st_ws->screen_destroy(st_dev->screen);
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FREE(st_dev);
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}
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void
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st_device_destroy(struct st_device *st_dev)
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{
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if(!--st_dev->refcount)
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st_device_really_destroy(st_dev);
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}
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static struct st_device *
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st_device_create_from_st_winsys(const struct st_winsys *st_ws)
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{
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struct st_device *st_dev;
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if(!st_ws->screen_create ||
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!st_ws->screen_destroy ||
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!st_ws->context_create ||
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!st_ws->context_destroy)
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return NULL;
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st_dev = CALLOC_STRUCT(st_device);
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if(!st_dev)
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return NULL;
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st_dev->st_ws = st_ws;
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st_dev->screen = st_ws->screen_create();
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if(!st_dev->screen)
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st_device_destroy(st_dev);
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return st_dev;
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}
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struct st_device *
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st_device_create(boolean hardware) {
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#if 0
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if(hardware)
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return st_device_create_from_st_winsys(&st_hardware_winsys);
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else
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#endif
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return st_device_create_from_st_winsys(&st_software_winsys);
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}
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void
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st_context_destroy(struct st_context *st_ctx)
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{
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unsigned i;
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if(st_ctx) {
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struct st_device *st_dev = st_ctx->st_dev;
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if(st_ctx->vs) {
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st_ctx->pipe->bind_vs_state(st_ctx->pipe, NULL);
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st_ctx->pipe->delete_vs_state(st_ctx->pipe, st_ctx->vs);
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}
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if(st_ctx->fs) {
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st_ctx->pipe->bind_fs_state(st_ctx->pipe, NULL);
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st_ctx->pipe->delete_fs_state(st_ctx->pipe, st_ctx->fs);
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}
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if(st_ctx->cso)
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cso_destroy_context(st_ctx->cso);
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if(st_ctx->pipe)
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st_ctx->st_dev->st_ws->context_destroy(st_ctx->pipe);
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for(i = 0; i < PIPE_MAX_SAMPLERS; ++i)
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pipe_texture_reference(&st_ctx->sampler_textures[i], NULL);
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FREE(st_ctx);
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if(!--st_dev->refcount)
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st_device_really_destroy(st_dev);
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}
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}
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struct st_context *
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st_context_create(struct st_device *st_dev)
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{
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struct st_context *st_ctx;
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st_ctx = CALLOC_STRUCT(st_context);
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if(!st_ctx)
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return NULL;
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st_ctx->st_dev = st_dev;
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++st_dev->refcount;
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st_ctx->pipe = st_dev->st_ws->context_create(st_dev->screen);
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if(!st_ctx->pipe)
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st_context_destroy(st_ctx);
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st_ctx->cso = cso_create_context(st_ctx->pipe);
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if(!st_ctx->cso)
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st_context_destroy(st_ctx);
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/* vertex shader */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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st_ctx->vs = util_make_vertex_passthrough_shader(st_ctx->pipe,
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2,
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semantic_names,
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semantic_indexes,
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&st_ctx->vert_shader);
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}
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/* fragment shader */
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st_ctx->fs = util_make_fragment_passthrough_shader(st_ctx->pipe,
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&st_ctx->frag_shader);
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st_ctx->pipe->bind_fs_state(st_ctx->pipe, st_ctx->fs);
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st_ctx->pipe->bind_vs_state(st_ctx->pipe, st_ctx->vs);
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return st_ctx;
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}
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