struct st_winsys;
+struct st_surface
+{
+ struct pipe_texture *texture;
+ unsigned face;
+ unsigned level;
+ unsigned zslice;
+};
+
+
struct st_context {
struct st_device *st_dev;
+ struct pipe_context *real_pipe;
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 *default_texture;
struct pipe_texture *sampler_textures[PIPE_MAX_SAMPLERS];
+
+ unsigned num_vertex_buffers;
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
+
+ unsigned num_vertex_elements;
struct pipe_vertex_element vertex_elements[PIPE_MAX_ATTRIBS];
+
+ struct pipe_framebuffer_state framebuffer;
};
struct st_device {
+ /* FIXME: we also need to refcount for textures and surfaces... */
+ struct pipe_reference reference;
+
const struct st_winsys *st_ws;
-
+
+ struct pipe_screen *real_screen;
struct pipe_screen *screen;
-
- /* FIXME: we also need to refcount for textures and surfaces... */
- unsigned refcount;
};
+static INLINE struct pipe_surface *
+st_pipe_surface(struct st_surface *surface, unsigned usage)
+{
+ struct pipe_texture *texture = surface->texture;
+ struct pipe_screen *screen = texture->screen;
+ return screen->get_tex_surface(screen, texture, surface->face, surface->level, surface->zslice, usage);
+}
+
struct st_context *
st_context_create(struct st_device *st_dev);