LibVirtGPU: Adopt virgl protocol files from VirGLDemo

This commit is contained in:
Stephan Unverwerth 2022-12-19 15:52:08 +01:00 committed by Andreas Kling
parent bd7931ff23
commit a34998fb76
Notes: sideshowbarker 2024-07-17 03:05:16 +09:00
4 changed files with 552 additions and 0 deletions

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set(SOURCES
CommandBufferBuilder.cpp
Device.cpp
Image.cpp
Shader.cpp

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/*
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/StringView.h>
#include <Kernel/API/VirGL.h>
#include <sys/ioctl_numbers.h>
#include "CommandBufferBuilder.h"
#include "VirGLProtocol.h"
constexpr int DRAWTARGET_WIDTH = 500;
constexpr int DRAWTARGET_HEIGHT = 500;
static u32 encode_command(u32 length, u32 mid, Protocol::VirGLCommand command)
{
u32 command_value = to_underlying(command);
return (length << 16) | ((mid & 0xff) << 8) | (command_value & 0xff);
};
class CommandBuilder {
public:
CommandBuilder() = delete;
CommandBuilder(Vector<u32>& buffer, Protocol::VirGLCommand command, u32 mid)
: m_buffer(buffer)
, m_start_offset(buffer.size())
, m_command(command)
, m_command_mid(mid)
{
m_buffer.append(0);
}
void appendu32(u32 value)
{
VERIFY(!m_finalized);
m_buffer.append(value);
}
void appendf32(float value)
{
VERIFY(!m_finalized);
m_buffer.append(bit_cast<u32>(value));
}
void appendf64(double value)
{
VERIFY(!m_finalized);
m_buffer.append(0);
m_buffer.append(0);
auto* depth = (u64*)(&m_buffer[m_buffer.size() - 2]);
*depth = bit_cast<u64>(value);
}
void append_string_null_padded(StringView string)
{
VERIFY(!m_finalized);
// Remember to have at least one null terminator byte
auto length = string.length() + 1;
auto num_required_words = (length + sizeof(u32) - 1) / sizeof(u32);
m_buffer.resize(m_buffer.size() + num_required_words);
char* dest = (char*)&m_buffer[m_buffer.size() - num_required_words];
memcpy(dest, string.characters_without_null_termination(), string.length());
// Pad end with null bytes
memset(&dest[string.length()], 0, 4 * num_required_words - string.length());
}
void finalize()
{
if (!m_finalized) {
m_finalized = true;
size_t num_elems = m_buffer.size() - m_start_offset - 1;
m_buffer[m_start_offset] = encode_command(num_elems, m_command_mid, m_command);
}
}
~CommandBuilder()
{
if (!m_finalized)
finalize();
}
private:
Vector<u32>& m_buffer;
size_t m_start_offset;
Protocol::VirGLCommand m_command;
u32 m_command_mid;
bool m_finalized { false };
};
void CommandBufferBuilder::append_set_tweaks(u32 id, u32 value)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::SET_TWEAKS, 0);
builder.appendu32(id);
builder.appendu32(value);
}
void CommandBufferBuilder::append_transfer3d(ResourceID resource, size_t width, size_t height, size_t depth, size_t direction)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::TRANSFER3D, 0);
builder.appendu32(resource.value()); // res_handle
builder.appendu32(0); // level
// FIXME: It is not clear what this magic 242 value does.
// According to https://gitlab.freedesktop.org/virgl/virglrenderer/-/blob/master/src/vrend_decode.c#L1398 it is unused
// But ccapitalK had to specifically set it to prevent rendering failures.
builder.appendu32(242); // usage
builder.appendu32(0); // stride
builder.appendu32(0); // layer_stride
builder.appendu32(0); // x
builder.appendu32(0); // y
builder.appendu32(0); // z
builder.appendu32(width); // width
builder.appendu32(height); // height
builder.appendu32(depth); // depth
builder.appendu32(0); // data_offset
builder.appendu32(direction); // direction
}
void CommandBufferBuilder::append_end_transfers_3d()
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::END_TRANSFERS, 0);
}
void CommandBufferBuilder::append_draw_vbo(u32 count)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::DRAW_VBO, 0);
builder.appendu32(0); // start
builder.appendu32(count); // count
builder.appendu32(to_underlying(Protocol::PipePrimitiveTypes::TRIANGLES)); // mode
builder.appendu32(0); // indexed
builder.appendu32(1); // instance_count
builder.appendu32(0); // index_bias
builder.appendu32(0); // start_instance
builder.appendu32(0); // primitive_restart
builder.appendu32(0); // restart_index
builder.appendu32(0); // min_index
builder.appendu32(0xffffffff); // max_index
builder.appendu32(0); // cso
}
void CommandBufferBuilder::append_gl_clear(float r, float g, float b)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CLEAR, 0);
Protocol::ClearType clear_flags {};
clear_flags.flags.depth = 1;
clear_flags.flags.color0 = 1;
builder.appendu32(clear_flags.value);
builder.appendf32(r);
builder.appendf32(g);
builder.appendf32(b);
builder.appendf32(1.0f); // Alpha
builder.appendf64(1.0); // Depth
builder.appendu32(0); // Stencil
}
void CommandBufferBuilder::append_set_vertex_buffers(u32 stride, u32 offset, ResourceID resource)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::SET_VERTEX_BUFFERS, 0);
builder.appendu32(stride);
builder.appendu32(offset);
builder.appendu32(resource.value());
}
void CommandBufferBuilder::append_create_blend(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CREATE_OBJECT, to_underlying(Protocol::ObjectType::BLEND));
builder.appendu32(handle.value());
builder.appendu32(4); // Enable dither flag, and nothing else
builder.appendu32(0);
builder.appendu32(0x78000000); // Enable all bits of color mask for color buffer 0, and nothing else
for (size_t i = 1; i < 8; ++i) {
builder.appendu32(0); // Explicitly disable all flags for other color buffers
}
}
void CommandBufferBuilder::append_bind_blend(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::BIND_OBJECT, to_underlying(Protocol::ObjectType::BLEND));
builder.appendu32(handle.value()); // VIRGL_OBJ_BIND_HANDLE
}
void CommandBufferBuilder::append_create_vertex_elements(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CREATE_OBJECT, to_underlying(Protocol::ObjectType::VERTEX_ELEMENTS));
builder.appendu32(handle.value());
builder.appendu32(12); // src_offset_0
builder.appendu32(0); // instance_divisor_0
builder.appendu32(0); // vertex_buffer_index_0
builder.appendu32(30); // src_format_0 (PIPE_FORMAT_R32G32B32_FLOAT = 30)
builder.appendu32(0); // src_offset_1
builder.appendu32(0); // instance_divisor_1
builder.appendu32(0); // vertex_buffer_index_1
builder.appendu32(30); // src_format_1 (PIPE_FORMAT_R32G32B32_FLOAT = 30)
}
void CommandBufferBuilder::append_bind_vertex_elements(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::BIND_OBJECT, to_underlying(Protocol::ObjectType::VERTEX_ELEMENTS));
builder.appendu32(handle.value()); // VIRGL_OBJ_BIND_HANDLE
}
void CommandBufferBuilder::append_create_surface(ResourceID drawtarget_resource, ObjectHandle drawtarget_handle, Protocol::TextureFormat format)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CREATE_OBJECT, to_underlying(Protocol::ObjectType::SURFACE));
builder.appendu32(drawtarget_handle.value());
builder.appendu32(drawtarget_resource.value());
builder.appendu32(to_underlying(format));
builder.appendu32(0); // First element / Texture Level
builder.appendu32(0); // Last element / Texture Element
}
void CommandBufferBuilder::append_set_framebuffer_state(ObjectHandle drawtarget, ObjectHandle depthbuffer)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::SET_FRAMEBUFFER_STATE, 0);
builder.appendu32(1); // nr_cbufs
builder.appendu32(depthbuffer.value()); // zsurf_handle
builder.appendu32(drawtarget.value()); // surf_handle
}
void CommandBufferBuilder::append_gl_viewport()
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::SET_VIEWPORT_STATE, 0);
builder.appendu32(0);
builder.appendf32(DRAWTARGET_WIDTH / 2); // scale_x
builder.appendf32((DRAWTARGET_HEIGHT / 2)); // scale_y (flipped, due to VirGL being different from our coordinate space)
builder.appendf32(0.5f); // scale_z
builder.appendf32(DRAWTARGET_WIDTH / 2); // translate_x
builder.appendf32(DRAWTARGET_HEIGHT / 2); // translate_y
builder.appendf32(0.5f); // translate_z
}
void CommandBufferBuilder::append_set_framebuffer_state_no_attach()
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::SET_FRAMEBUFFER_STATE_NO_ATTACH, 0);
builder.appendu32((DRAWTARGET_HEIGHT << 16) | DRAWTARGET_WIDTH); // (height << 16) | width
builder.appendu32(0); // (samples << 16) | layers
}
void CommandBufferBuilder::append_set_constant_buffer(Vector<float> const& constant_buffer)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::SET_CONSTANT_BUFFER, 0);
builder.appendu32(to_underlying(Gallium::ShaderType::SHADER_VERTEX));
builder.appendu32(0); // index (currently unused according to virglrenderer source code)
for (auto v : constant_buffer) {
builder.appendf32(v);
}
}
void CommandBufferBuilder::append_create_shader(ObjectHandle handle, Gallium::ShaderType shader_type, StringView shader_data)
{
size_t shader_len = shader_data.length() + 1; // Need to remember to copy null terminator as well if needed
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CREATE_OBJECT, to_underlying(Protocol::ObjectType::SHADER));
builder.appendu32(handle.value()); // VIRGL_OBJ_CREATE_HANDLE
builder.appendu32(to_underlying(shader_type));
builder.appendu32(0); // VIRGL_OBJ_SHADER_OFFSET
builder.appendu32(shader_len);
builder.appendu32(0); // VIRGL_OBJ_SHADER_NUM_TOKENS
builder.append_string_null_padded(shader_data);
}
void CommandBufferBuilder::append_bind_shader(ObjectHandle handle, Gallium::ShaderType shader_type)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::BIND_SHADER, 0);
builder.appendu32(handle.value()); // VIRGL_OBJ_BIND_HANDLE
builder.appendu32(to_underlying(shader_type));
}
void CommandBufferBuilder::append_create_rasterizer(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CREATE_OBJECT, to_underlying(Protocol::ObjectType::RASTERIZER));
builder.appendu32(handle.value()); // Handle
builder.appendu32(0x00000002); // S0 (bitfield of state bits)
builder.appendf32(1.0); // Point size
builder.appendu32(0); // Sprite coord enable
builder.appendu32(0x00000000); // S3 (bitfield of state bits)
builder.appendf32(0.1); // Line width
builder.appendf32(0.0); // Offset units
builder.appendf32(0.0); // offset scale
builder.appendf32(0.0); // Offset clamp
}
void CommandBufferBuilder::append_bind_rasterizer(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::BIND_OBJECT, to_underlying(Protocol::ObjectType::RASTERIZER));
builder.appendu32(handle.value()); // VIRGL_OBJ_BIND_HANDLE
}
void CommandBufferBuilder::append_create_dsa(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::CREATE_OBJECT, to_underlying(Protocol::ObjectType::DSA));
builder.appendu32(handle.value()); // Handle
builder.appendu32(0x00000007); // S0 (bitset: (v >> 0) & 1 = depth.enabled, (v >> 1) & 1 = depth.writemask, (v >> 2) & 7 = depth.func)
builder.appendu32(0x00000000); // S1 (bitset for 1st stencil buffer)
builder.appendu32(0x00000000); // S2 (bitset for 2nd stencil buffer)
builder.appendf32(1.0); // Alpha Ref
}
void CommandBufferBuilder::append_bind_dsa(ObjectHandle handle)
{
CommandBuilder builder(m_buffer, Protocol::VirGLCommand::BIND_OBJECT, to_underlying(Protocol::ObjectType::DSA));
builder.appendu32(handle.value()); // VIRGL_OBJ_BIND_HANDLE
}

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/*
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/StringView.h>
#include <AK/Vector.h>
#include <sys/ioctl_numbers.h>
#include "VirGLProtocol.h"
class CommandBufferBuilder {
public:
void append_set_tweaks(u32 id, u32 value);
void append_transfer3d(ResourceID resource, size_t width, size_t height = 1, size_t depth = 1, size_t direction = VIRGL_DATA_DIR_GUEST_TO_HOST);
void append_end_transfers_3d();
void append_draw_vbo(u32 count);
void append_gl_clear(float r, float g, float b);
void append_set_vertex_buffers(u32 stride, u32 offset, ResourceID resource);
void append_create_blend(ObjectHandle handle);
void append_bind_blend(ObjectHandle handle);
void append_create_surface(ResourceID drawtarget_resource, ObjectHandle drawtarget_handle, Protocol::TextureFormat format);
void append_set_framebuffer_state(ObjectHandle drawtarget, ObjectHandle depthbuffer = 0);
void append_create_vertex_elements(ObjectHandle handle);
void append_bind_vertex_elements(ObjectHandle handle);
void append_gl_viewport();
void append_set_framebuffer_state_no_attach();
void append_set_constant_buffer(Vector<float> const& constant_buffer);
void append_create_shader(ObjectHandle handle, Gallium::ShaderType shader_type, StringView shader_data);
void append_bind_shader(ObjectHandle handle, Gallium::ShaderType shader_type);
void append_create_rasterizer(ObjectHandle handle);
void append_bind_rasterizer(ObjectHandle handle);
void append_create_dsa(ObjectHandle handle);
void append_bind_dsa(ObjectHandle handle);
Vector<u32> const& build() { return m_buffer; }
private:
Vector<u32> m_buffer;
};

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/*
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/DistinctNumeric.h>
AK_TYPEDEF_DISTINCT_ORDERED_ID(u32, ObjectHandle);
AK_TYPEDEF_DISTINCT_ORDERED_ID(u32, ResourceID);
#define VIRGL_BIND_DEPTH_STENCIL (1 << 0)
#define VIRGL_BIND_RENDER_TARGET (1 << 1)
#define VIRGL_BIND_SAMPLER_VIEW (1 << 3)
#define VIRGL_BIND_VERTEX_BUFFER (1 << 4)
#define VIRGL_BIND_INDEX_BUFFER (1 << 5)
#define VIRGL_BIND_CONSTANT_BUFFER (1 << 6)
#define VIRGL_BIND_DISPLAY_TARGET (1 << 7)
#define VIRGL_BIND_COMMAND_ARGS (1 << 8)
#define VIRGL_BIND_STREAM_OUTPUT (1 << 11)
#define VIRGL_BIND_SHADER_BUFFER (1 << 14)
#define VIRGL_BIND_QUERY_BUFFER (1 << 15)
#define VIRGL_BIND_CURSOR (1 << 16)
#define VIRGL_BIND_CUSTOM (1 << 17)
#define VIRGL_BIND_SCANOUT (1 << 18)
#define VIRGL_BIND_STAGING (1 << 19)
#define VIRGL_BIND_SHARED (1 << 20)
namespace Protocol {
enum class TextureFormat : u32 {
// RGBA Formats
VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM = 1,
VIRTIO_GPU_FORMAT_B8G8R8X8_UNORM = 2,
VIRTIO_GPU_FORMAT_A8R8G8B8_UNORM = 3,
VIRTIO_GPU_FORMAT_X8R8G8B8_UNORM = 4,
VIRTIO_GPU_FORMAT_R8G8B8A8_UNORM = 67,
VIRTIO_GPU_FORMAT_X8B8G8R8_UNORM = 68,
VIRTIO_GPU_FORMAT_A8B8G8R8_UNORM = 121,
VIRTIO_GPU_FORMAT_R8G8B8X8_UNORM = 134,
// Stencil-Depth Formats
VIRTIO_GPU_FORMAT_Z16_UNORM = 16,
VIRTIO_GPU_FORMAT_Z32_UNORM = 17,
VIRTIO_GPU_FORMAT_Z32_FLOAT = 18,
VIRTIO_GPU_FORMAT_Z24_UNORM_S8_UINT = 19,
VIRTIO_GPU_FORMAT_S8_UINT_Z24_UNORM = 20,
VIRTIO_GPU_FORMAT_Z24X8_UNORM = 21,
VIRTIO_GPU_FORMAT_X8Z24_UNORM = 22,
VIRTIO_GPU_FORMAT_S8_UINT = 23,
VIRTIO_GPU_FORMAT_Z32_FLOAT_S8X24_UINT = 128,
VIRTIO_GPU_FORMAT_X24S8_UINT = 136,
VIRTIO_GPU_FORMAT_S8X24_UINT = 137,
VIRTIO_GPU_FORMAT_X32_S8X24_UINT = 138,
};
enum class VirGLCommand : u32 {
NOP = 0,
CREATE_OBJECT = 1,
BIND_OBJECT,
DESTROY_OBJECT,
SET_VIEWPORT_STATE,
SET_FRAMEBUFFER_STATE,
SET_VERTEX_BUFFERS,
CLEAR,
DRAW_VBO,
RESOURCE_INLINE_WRITE,
SET_SAMPLER_VIEWS,
SET_INDEX_BUFFER,
SET_CONSTANT_BUFFER,
SET_STENCIL_REF,
SET_BLEND_COLOR,
SET_SCISSOR_STATE,
BLIT,
RESOURCE_COPY_REGION,
BIND_SAMPLER_STATES,
BEGIN_QUERY,
END_QUERY,
GET_QUERY_RESULT,
SET_POLYGON_STIPPLE,
SET_CLIP_STATE,
SET_SAMPLE_MASK,
SET_STREAMOUT_TARGETS,
SET_RENDER_CONDITION,
SET_UNIFORM_BUFFER,
SET_SUB_CTX,
CREATE_SUB_CTX,
DESTROY_SUB_CTX,
BIND_SHADER,
SET_TESS_STATE,
SET_MIN_SAMPLES,
SET_SHADER_BUFFERS,
SET_SHADER_IMAGES,
MEMORY_BARRIER,
LAUNCH_GRID,
SET_FRAMEBUFFER_STATE_NO_ATTACH,
TEXTURE_BARRIER,
SET_ATOMIC_BUFFERS,
SET_DBG_FLAGS,
GET_QUERY_RESULT_QBO,
TRANSFER3D,
END_TRANSFERS,
COPY_TRANSFER3D,
SET_TWEAKS,
CLEAR_TEXTURE,
PIPE_RESOURCE_CREATE,
PIPE_RESOURCE_SET_TYPE,
GET_MEMORY_INFO,
SEND_STRING_MARKER,
MAX_COMMANDS
};
union ClearType {
struct {
u32 depth : 1;
u32 stencil : 1;
u32 color0 : 1;
u32 color1 : 1;
u32 color2 : 1;
u32 color3 : 1;
u32 color4 : 1;
u32 color5 : 1;
u32 color6 : 1;
u32 color7 : 1;
} flags;
u32 value;
};
enum class ObjectType : u32 {
NONE,
BLEND,
RASTERIZER,
DSA,
SHADER,
VERTEX_ELEMENTS,
SAMPLER_VIEW,
SAMPLER_STATE,
SURFACE,
QUERY,
STREAMOUT_TARGET,
MSAA_SURFACE,
MAX_OBJECTS,
};
enum class PipeTextureTarget : u32 {
BUFFER = 0,
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_RECT,
TEXTURE_1D_ARRAY,
TEXTURE_2D_ARRAY,
TEXTURE_CUBE_ARRAY,
MAX
};
enum class PipePrimitiveTypes : u32 {
POINTS = 0,
LINES,
LINE_LOOP,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
QUADS,
QUAD_STRIP,
POLYGON,
LINES_ADJACENCY,
LINE_STRIP_ADJACENCY,
TRIANGLES_ADJACENCY,
TRIANGLE_STRIP_ADJACENCY,
PATCHES,
MAX
};
}
namespace Gallium {
enum class PipeTextureTarget : u32 {
BUFFER,
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_RECT,
TEXTURE_1D_ARRAY,
TEXTURE_2D_ARRAY,
TEXTURE_CUBE_ARRAY,
MAX_TEXTURE_TYPES,
};
enum class ShaderType : u32 {
SHADER_VERTEX = 0,
SHADER_FRAGMENT,
SHADER_GEOMETRY,
SHADER_TESS_CTRL,
SHADER_TESS_EVAL,
SHADER_COMPUTE,
SHADER_TYPES
};
}