ladybird/Userland/Libraries/LibVirtGPU/CommandBufferBuilder.h
Andrew Kaster 100fb38c3e Kernel+Userland: Move LibC/sys/ioctl_numbers to Kernel/API/Ioctl.h
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.
2023-01-21 10:43:59 -07:00

50 lines
2.2 KiB
C++

/*
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/StringView.h>
#include <AK/Vector.h>
#include <LibGfx/Size.h>
#include <LibVirtGPU/Commands.h>
#include <LibVirtGPU/VirGLProtocol.h>
#include <sys/ioctl.h>
namespace VirtGPU {
class CommandBufferBuilder {
public:
void append_set_tweaks(u32 id, u32 value);
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);
void append_end_transfers_3d();
void append_draw_vbo(Protocol::PipePrimitiveTypes, u32 count);
void append_clear(float r, float g, float b, float a);
void append_clear(double depth);
void append_set_vertex_buffers(u32 stride, u32 offset, Protocol::ResourceID resource);
void append_create_blend(Protocol::ObjectHandle handle);
void append_bind_blend(Protocol::ObjectHandle handle);
void append_create_surface(Protocol::ResourceID drawtarget_resource, Protocol::ObjectHandle drawtarget_handle, Protocol::TextureFormat format);
void append_set_framebuffer_state(Protocol::ObjectHandle drawtarget, Protocol::ObjectHandle depthbuffer = 0);
void append_create_vertex_elements(Protocol::ObjectHandle handle, Vector<CreateVertexElementsCommand::ElementBinding> const&);
void append_bind_vertex_elements(Protocol::ObjectHandle handle);
void append_viewport(Gfx::IntSize);
void append_set_framebuffer_state_no_attach(Gfx::IntSize);
void append_set_constant_buffer(Vector<float> const& constant_buffer);
void append_create_shader(Protocol::ObjectHandle handle, Gallium::ShaderType shader_type, StringView shader_data);
void append_bind_shader(Protocol::ObjectHandle handle, Gallium::ShaderType shader_type);
void append_create_rasterizer(Protocol::ObjectHandle handle);
void append_bind_rasterizer(Protocol::ObjectHandle handle);
void append_create_dsa(Protocol::ObjectHandle handle);
void append_bind_dsa(Protocol::ObjectHandle handle);
Vector<u32> const& build() { return m_buffer; }
private:
Vector<u32> m_buffer;
};
}