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100fb38c3e
This header has always been fundamentally a Kernel API file. Move it where it belongs. Include it directly in Kernel files, and make Userland applications include it via sys/ioctl.h rather than directly.
50 lines
2.2 KiB
C++
50 lines
2.2 KiB
C++
/*
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* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/StringView.h>
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#include <AK/Vector.h>
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#include <LibGfx/Size.h>
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#include <LibVirtGPU/Commands.h>
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#include <LibVirtGPU/VirGLProtocol.h>
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#include <sys/ioctl.h>
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namespace VirtGPU {
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class CommandBufferBuilder {
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public:
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void append_set_tweaks(u32 id, u32 value);
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void append_transfer3d(Protocol::ResourceID resource, size_t width, size_t height = 1, size_t depth = 1, size_t direction = VIRGL_DATA_DIR_GUEST_TO_HOST);
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void append_end_transfers_3d();
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void append_draw_vbo(Protocol::PipePrimitiveTypes, u32 count);
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void append_clear(float r, float g, float b, float a);
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void append_clear(double depth);
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void append_set_vertex_buffers(u32 stride, u32 offset, Protocol::ResourceID resource);
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void append_create_blend(Protocol::ObjectHandle handle);
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void append_bind_blend(Protocol::ObjectHandle handle);
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void append_create_surface(Protocol::ResourceID drawtarget_resource, Protocol::ObjectHandle drawtarget_handle, Protocol::TextureFormat format);
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void append_set_framebuffer_state(Protocol::ObjectHandle drawtarget, Protocol::ObjectHandle depthbuffer = 0);
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void append_create_vertex_elements(Protocol::ObjectHandle handle, Vector<CreateVertexElementsCommand::ElementBinding> const&);
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void append_bind_vertex_elements(Protocol::ObjectHandle handle);
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void append_viewport(Gfx::IntSize);
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void append_set_framebuffer_state_no_attach(Gfx::IntSize);
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void append_set_constant_buffer(Vector<float> const& constant_buffer);
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void append_create_shader(Protocol::ObjectHandle handle, Gallium::ShaderType shader_type, StringView shader_data);
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void append_bind_shader(Protocol::ObjectHandle handle, Gallium::ShaderType shader_type);
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void append_create_rasterizer(Protocol::ObjectHandle handle);
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void append_bind_rasterizer(Protocol::ObjectHandle handle);
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void append_create_dsa(Protocol::ObjectHandle handle);
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void append_bind_dsa(Protocol::ObjectHandle handle);
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Vector<u32> const& build() { return m_buffer; }
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private:
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Vector<u32> m_buffer;
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};
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}
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