python: New state tracker which exposes the pipe driver to python scripts.

Still under development. Just barely works.
This commit is contained in:
José Fonseca
2008-07-13 23:36:59 +09:00
parent 36dd89c8a7
commit 6410e94b96
11 changed files with 1450 additions and 4 deletions

View File

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/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#ifndef ST_DEVICE_H_
#define ST_DEVICE_H_
#include "pipe/p_state.h"
struct cso_context;
struct pipe_screen;
struct pipe_context;
struct st_winsys;
struct st_context {
struct st_device *st_dev;
struct pipe_context *pipe;
struct cso_context *cso;
struct pipe_shader_state vert_shader;
struct pipe_shader_state frag_shader;
void *vs;
void *fs;
struct pipe_texture *sampler_textures[PIPE_MAX_SAMPLERS];
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
struct pipe_vertex_element vertex_elements[PIPE_MAX_ATTRIBS];
};
struct st_device {
const struct st_winsys *st_ws;
struct pipe_screen *screen;
/* FIXME: we also need to refcount for textures and surfaces... */
unsigned refcount;
};
struct st_context *
st_context_create(struct st_device *st_dev);
void
st_context_destroy(struct st_context *st_ctx);
struct st_device *
st_device_create(boolean hardware);
void
st_device_destroy(struct st_device *st_dev);
#endif /* ST_DEVICE_H_ */