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LibVirtGPU: Add a new GPU device that talks to our VirtIO-GPU driver
At this moment this only contains function stubs.
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51
Userland/Libraries/LibVirtGPU/Device.h
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51
Userland/Libraries/LibVirtGPU/Device.h
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/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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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 <LibGPU/Device.h>
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namespace VirtGPU {
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class Device final : public GPU::Device {
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public:
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virtual GPU::DeviceInfo info() const override;
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virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices) override;
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virtual void resize(Gfx::IntSize min_size) override;
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virtual void clear_color(FloatVector4 const&) override;
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virtual void clear_depth(GPU::DepthType) override;
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virtual void clear_stencil(GPU::StencilType) override;
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virtual void blit_from_color_buffer(Gfx::Bitmap& target) override;
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virtual void blit_from_color_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
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virtual void blit_from_color_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
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virtual void blit_from_depth_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
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virtual void blit_from_depth_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
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virtual void blit_to_color_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
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virtual void blit_to_depth_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
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virtual void set_options(GPU::RasterizerOptions const&) override;
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virtual void set_light_model_params(GPU::LightModelParameters const&) override;
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virtual GPU::RasterizerOptions options() const override;
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virtual GPU::LightModelParameters light_model() const override;
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virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
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virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
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virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
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virtual void set_light_state(unsigned, GPU::Light const&) override;
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virtual void set_material_state(GPU::Face, GPU::Material const&) override;
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virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
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virtual void set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&) override;
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virtual void set_clip_planes(Vector<FloatVector4> const&) override;
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virtual GPU::RasterPosition raster_position() const override;
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virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
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virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
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virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
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};
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}
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