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LibVirtGPU: Adopt device initialization code from VirGLDemo

This commit is contained in:
Stephan Unverwerth 2022-12-22 15:11:32 +01:00 committed by Andreas Kling
parent 086c7c4c88
commit 1ec791fcd0
2 changed files with 198 additions and 1 deletions

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@ -1,28 +1,170 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/NonnullOwnPtr.h>
#include <Kernel/API/VirGL.h>
#include <LibCore/System.h>
#include <LibVirtGPU/CommandBufferBuilder.h>
#include <LibVirtGPU/Device.h>
#include <LibVirtGPU/Image.h>
#include <LibVirtGPU/Shader.h>
#include <LibVirtGPU/VirGLProtocol.h>
namespace VirtGPU {
static constexpr auto frag_shader = "FRAG\n"
"PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n"
"DCL IN[0], COLOR, COLOR\n"
"DCL OUT[0], COLOR\n"
" 0: MOV OUT[0], IN[0]\n"
" 1: END\n"sv;
static constexpr auto vert_shader = "VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL OUT[0], POSITION\n"
"DCL OUT[1], COLOR\n"
"DCL CONST[0..3]\n"
"DCL TEMP[0..1]\n"
" 0: MUL TEMP[0], IN[0].xxxx, CONST[0]\n"
" 1: MAD TEMP[1], IN[0].yyyy, CONST[1], TEMP[0]\n"
" 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[1]\n"
" 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0]\n"
" 4: MOV_SAT OUT[1], IN[1]\n"
" 5: END\n"sv;
Device::Device(NonnullRefPtr<Core::File> gpu_file)
: m_gpu_file { gpu_file }
{
}
ErrorOr<NonnullOwnPtr<Device>> Device::create(Gfx::IntSize)
ErrorOr<NonnullOwnPtr<Device>> Device::create(Gfx::IntSize min_size)
{
auto file = TRY(Core::File::open("/dev/gpu/render0", Core::OpenMode::ReadWrite));
auto device = make<Device>(file);
TRY(device->initialize_context(min_size));
return device;
}
ErrorOr<void> Device::initialize_context(Gfx::IntSize min_size)
{
// Create a virgl context for this file descriptor
TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_CREATE_CONTEXT));
// Create a VertexElements resource
VirGL3DResourceSpec vbo_spec {
.target = to_underlying(Gallium::PipeTextureTarget::BUFFER), // pipe_texture_target
.format = 0, // untyped buffer
.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_VERTEX_BUFFER),
.width = PAGE_SIZE * 256,
.height = 1,
.depth = 1,
.array_size = 1,
.last_level = 0,
.nr_samples = 0,
.flags = 0,
.created_resource_id = 0,
};
m_vbo_resource_id = TRY(create_virgl_resource(vbo_spec));
// Create a texture to draw to
VirGL3DResourceSpec drawtarget_spec {
.target = to_underlying(Gallium::PipeTextureTarget::TEXTURE_RECT), // pipe_texture_target
.format = to_underlying(Protocol::TextureFormat::VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM), // pipe_to_virgl_format
.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_RENDER_TARGET),
.width = static_cast<u32>(min_size.width()),
.height = static_cast<u32>(min_size.height()),
.depth = 1,
.array_size = 1,
.last_level = 0,
.nr_samples = 0,
.flags = 0,
.created_resource_id = 0,
};
m_drawtarget = TRY(create_virgl_resource(drawtarget_spec));
// Create a depthbuffer surface
VirGL3DResourceSpec depthbuffer_surface_spec {
.target = to_underlying(Gallium::PipeTextureTarget::TEXTURE_RECT), // pipe_texture_target
.format = to_underlying(Protocol::TextureFormat::VIRTIO_GPU_FORMAT_Z32_FLOAT), // pipe_to_virgl_format
.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_RENDER_TARGET) | to_underlying(Protocol::BindTarget::VIRGL_BIND_DEPTH_STENCIL),
.width = static_cast<u32>(min_size.width()),
.height = static_cast<u32>(min_size.height()),
.depth = 1,
.array_size = 1,
.last_level = 0,
.nr_samples = 0,
.flags = 0,
.created_resource_id = 0,
};
m_depthbuffer_surface = TRY(create_virgl_resource(depthbuffer_surface_spec));
// Initialize all required state
CommandBufferBuilder builder;
// Create and set the blend, to control the color mask
m_blend_handle = allocate_handle();
builder.append_create_blend(m_blend_handle);
builder.append_bind_blend(m_blend_handle);
// Create drawtarget surface
m_drawtarget_surface_handle = allocate_handle();
builder.append_create_surface(m_drawtarget, m_drawtarget_surface_handle, Protocol::TextureFormat::VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM);
// Create depthbuffer surface
m_depthbuffer_surface_handle = allocate_handle();
builder.append_create_surface(m_depthbuffer_surface, m_depthbuffer_surface_handle, Protocol::TextureFormat::VIRTIO_GPU_FORMAT_Z32_FLOAT);
// Set some framebuffer state (attached handle, framebuffer size, etc)
builder.append_set_framebuffer_state(m_drawtarget_surface_handle, m_depthbuffer_surface_handle);
builder.append_set_framebuffer_state_no_attach(min_size);
// Set the vertex buffer
builder.append_set_vertex_buffers(sizeof(VertexData), 0, m_vbo_resource_id);
// Create and bind fragment shader
m_frag_shader_handle = allocate_handle();
builder.append_create_shader(m_frag_shader_handle, Gallium::ShaderType::SHADER_FRAGMENT, frag_shader);
builder.append_bind_shader(m_frag_shader_handle, Gallium::ShaderType::SHADER_FRAGMENT);
// Create and bind vertex shader
m_vert_shader_handle = allocate_handle();
builder.append_create_shader(m_vert_shader_handle, Gallium::ShaderType::SHADER_VERTEX, vert_shader);
builder.append_bind_shader(m_vert_shader_handle, Gallium::ShaderType::SHADER_VERTEX);
// Create a VertexElements object (used to specify layout of vertex data)
m_ve_handle = allocate_handle();
Vector<CreateVertexElementsCommand::ElementBinding> element_bindings {
{ .offset = 12, .divisor = 0, .vertex_buffer_index = 0, .format = Gallium::PipeFormat::R32G32B32_FLOAT },
{ .offset = 0, .divisor = 0, .vertex_buffer_index = 0, .format = Gallium::PipeFormat::R32G32B32_FLOAT },
};
builder.append_create_vertex_elements(m_ve_handle, element_bindings);
builder.append_bind_vertex_elements(m_ve_handle);
// Create a DepthStencilAlpha (DSA) object
m_dsa_handle = allocate_handle();
builder.append_create_dsa(m_dsa_handle);
builder.append_bind_dsa(m_dsa_handle);
// Create a Rasterizer object
m_rasterizer_handle = allocate_handle();
builder.append_create_rasterizer(m_rasterizer_handle);
builder.append_bind_rasterizer(m_rasterizer_handle);
// Set the Viewport
builder.append_viewport(min_size);
// Upload buffer
TRY(upload_command_buffer(builder.build()));
return {};
}
GPU::DeviceInfo Device::info() const
{
return {
@ -185,6 +327,29 @@ void Device::bind_fragment_shader(RefPtr<GPU::Shader>)
dbgln("VirtGPU::Device::bind_fragment_shader(): unimplemented");
}
Protocol::ObjectHandle Device::allocate_handle()
{
return { ++m_last_allocated_handle };
}
ErrorOr<void> Device::upload_command_buffer(Vector<u32> const& command_buffer)
{
VERIFY(command_buffer.size() <= NumericLimits<u32>::max());
VirGLCommandBuffer command_buffer_descriptor {
.data = command_buffer.data(),
.num_elems = static_cast<u32>(command_buffer.size()),
};
TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_SUBMIT_CMD, &command_buffer_descriptor));
return {};
}
ErrorOr<Protocol::ResourceID> Device::create_virgl_resource(VirGL3DResourceSpec& spec)
{
TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_CREATE_RESOURCE, &spec));
return Protocol::ResourceID { spec.created_resource_id };
}
}
extern "C" GPU::Device* serenity_gpu_create_device(Gfx::IntSize size)