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LibVirtGPU: Adopt device initialization code from VirGLDemo
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2 changed files with 198 additions and 1 deletions
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/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
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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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#include <AK/NonnullOwnPtr.h>
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#include <Kernel/API/VirGL.h>
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#include <LibCore/System.h>
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#include <LibVirtGPU/CommandBufferBuilder.h>
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#include <LibVirtGPU/Device.h>
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#include <LibVirtGPU/Image.h>
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#include <LibVirtGPU/Shader.h>
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#include <LibVirtGPU/VirGLProtocol.h>
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namespace VirtGPU {
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static constexpr auto frag_shader = "FRAG\n"
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"PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n"
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"DCL IN[0], COLOR, COLOR\n"
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"DCL OUT[0], COLOR\n"
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" 0: MOV OUT[0], IN[0]\n"
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" 1: END\n"sv;
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static constexpr auto vert_shader = "VERT\n"
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"DCL IN[0]\n"
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"DCL IN[1]\n"
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], COLOR\n"
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"DCL CONST[0..3]\n"
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"DCL TEMP[0..1]\n"
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" 0: MUL TEMP[0], IN[0].xxxx, CONST[0]\n"
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" 1: MAD TEMP[1], IN[0].yyyy, CONST[1], TEMP[0]\n"
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" 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[1]\n"
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" 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0]\n"
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" 4: MOV_SAT OUT[1], IN[1]\n"
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" 5: END\n"sv;
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Device::Device(NonnullRefPtr<Core::File> gpu_file)
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: m_gpu_file { gpu_file }
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{
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}
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ErrorOr<NonnullOwnPtr<Device>> Device::create(Gfx::IntSize)
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ErrorOr<NonnullOwnPtr<Device>> Device::create(Gfx::IntSize min_size)
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{
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auto file = TRY(Core::File::open("/dev/gpu/render0", Core::OpenMode::ReadWrite));
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auto device = make<Device>(file);
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TRY(device->initialize_context(min_size));
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return device;
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}
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ErrorOr<void> Device::initialize_context(Gfx::IntSize min_size)
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{
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// Create a virgl context for this file descriptor
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TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_CREATE_CONTEXT));
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// Create a VertexElements resource
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VirGL3DResourceSpec vbo_spec {
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.target = to_underlying(Gallium::PipeTextureTarget::BUFFER), // pipe_texture_target
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.format = 0, // untyped buffer
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.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_VERTEX_BUFFER),
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.width = PAGE_SIZE * 256,
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.height = 1,
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.depth = 1,
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.array_size = 1,
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.last_level = 0,
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.nr_samples = 0,
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.flags = 0,
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.created_resource_id = 0,
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};
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m_vbo_resource_id = TRY(create_virgl_resource(vbo_spec));
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// Create a texture to draw to
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VirGL3DResourceSpec drawtarget_spec {
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.target = to_underlying(Gallium::PipeTextureTarget::TEXTURE_RECT), // pipe_texture_target
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.format = to_underlying(Protocol::TextureFormat::VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM), // pipe_to_virgl_format
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.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_RENDER_TARGET),
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.width = static_cast<u32>(min_size.width()),
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.height = static_cast<u32>(min_size.height()),
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.depth = 1,
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.array_size = 1,
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.last_level = 0,
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.nr_samples = 0,
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.flags = 0,
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.created_resource_id = 0,
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};
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m_drawtarget = TRY(create_virgl_resource(drawtarget_spec));
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// Create a depthbuffer surface
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VirGL3DResourceSpec depthbuffer_surface_spec {
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.target = to_underlying(Gallium::PipeTextureTarget::TEXTURE_RECT), // pipe_texture_target
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.format = to_underlying(Protocol::TextureFormat::VIRTIO_GPU_FORMAT_Z32_FLOAT), // pipe_to_virgl_format
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.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_RENDER_TARGET) | to_underlying(Protocol::BindTarget::VIRGL_BIND_DEPTH_STENCIL),
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.width = static_cast<u32>(min_size.width()),
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.height = static_cast<u32>(min_size.height()),
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.depth = 1,
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.array_size = 1,
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.last_level = 0,
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.nr_samples = 0,
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.flags = 0,
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.created_resource_id = 0,
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};
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m_depthbuffer_surface = TRY(create_virgl_resource(depthbuffer_surface_spec));
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// Initialize all required state
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CommandBufferBuilder builder;
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// Create and set the blend, to control the color mask
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m_blend_handle = allocate_handle();
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builder.append_create_blend(m_blend_handle);
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builder.append_bind_blend(m_blend_handle);
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// Create drawtarget surface
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m_drawtarget_surface_handle = allocate_handle();
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builder.append_create_surface(m_drawtarget, m_drawtarget_surface_handle, Protocol::TextureFormat::VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM);
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// Create depthbuffer surface
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m_depthbuffer_surface_handle = allocate_handle();
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builder.append_create_surface(m_depthbuffer_surface, m_depthbuffer_surface_handle, Protocol::TextureFormat::VIRTIO_GPU_FORMAT_Z32_FLOAT);
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// Set some framebuffer state (attached handle, framebuffer size, etc)
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builder.append_set_framebuffer_state(m_drawtarget_surface_handle, m_depthbuffer_surface_handle);
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builder.append_set_framebuffer_state_no_attach(min_size);
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// Set the vertex buffer
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builder.append_set_vertex_buffers(sizeof(VertexData), 0, m_vbo_resource_id);
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// Create and bind fragment shader
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m_frag_shader_handle = allocate_handle();
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builder.append_create_shader(m_frag_shader_handle, Gallium::ShaderType::SHADER_FRAGMENT, frag_shader);
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builder.append_bind_shader(m_frag_shader_handle, Gallium::ShaderType::SHADER_FRAGMENT);
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// Create and bind vertex shader
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m_vert_shader_handle = allocate_handle();
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builder.append_create_shader(m_vert_shader_handle, Gallium::ShaderType::SHADER_VERTEX, vert_shader);
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builder.append_bind_shader(m_vert_shader_handle, Gallium::ShaderType::SHADER_VERTEX);
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// Create a VertexElements object (used to specify layout of vertex data)
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m_ve_handle = allocate_handle();
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Vector<CreateVertexElementsCommand::ElementBinding> element_bindings {
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{ .offset = 12, .divisor = 0, .vertex_buffer_index = 0, .format = Gallium::PipeFormat::R32G32B32_FLOAT },
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{ .offset = 0, .divisor = 0, .vertex_buffer_index = 0, .format = Gallium::PipeFormat::R32G32B32_FLOAT },
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};
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builder.append_create_vertex_elements(m_ve_handle, element_bindings);
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builder.append_bind_vertex_elements(m_ve_handle);
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// Create a DepthStencilAlpha (DSA) object
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m_dsa_handle = allocate_handle();
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builder.append_create_dsa(m_dsa_handle);
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builder.append_bind_dsa(m_dsa_handle);
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// Create a Rasterizer object
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m_rasterizer_handle = allocate_handle();
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builder.append_create_rasterizer(m_rasterizer_handle);
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builder.append_bind_rasterizer(m_rasterizer_handle);
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// Set the Viewport
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builder.append_viewport(min_size);
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// Upload buffer
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TRY(upload_command_buffer(builder.build()));
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return {};
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}
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GPU::DeviceInfo Device::info() const
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{
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return {
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@ -185,6 +327,29 @@ void Device::bind_fragment_shader(RefPtr<GPU::Shader>)
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dbgln("VirtGPU::Device::bind_fragment_shader(): unimplemented");
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}
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Protocol::ObjectHandle Device::allocate_handle()
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{
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return { ++m_last_allocated_handle };
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}
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ErrorOr<void> Device::upload_command_buffer(Vector<u32> const& command_buffer)
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{
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VERIFY(command_buffer.size() <= NumericLimits<u32>::max());
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VirGLCommandBuffer command_buffer_descriptor {
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.data = command_buffer.data(),
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.num_elems = static_cast<u32>(command_buffer.size()),
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};
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TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_SUBMIT_CMD, &command_buffer_descriptor));
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return {};
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}
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ErrorOr<Protocol::ResourceID> Device::create_virgl_resource(VirGL3DResourceSpec& spec)
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{
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TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_CREATE_RESOURCE, &spec));
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return Protocol::ResourceID { spec.created_resource_id };
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}
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}
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extern "C" GPU::Device* serenity_gpu_create_device(Gfx::IntSize size)
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