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LibVirtGPU: Make BindTarget an enum and move it into VirtGPU::Protocol
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3 changed files with 48 additions and 46 deletions
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@ -18,26 +18,26 @@ 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(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_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(u32 count);
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void append_gl_clear(float r, float g, float b);
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void append_set_vertex_buffers(u32 stride, u32 offset, ResourceID resource);
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void append_create_blend(ObjectHandle handle);
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void append_bind_blend(ObjectHandle handle);
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void append_create_surface(ResourceID drawtarget_resource, ObjectHandle drawtarget_handle, Protocol::TextureFormat format);
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void append_set_framebuffer_state(ObjectHandle drawtarget, ObjectHandle depthbuffer = 0);
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void append_create_vertex_elements(ObjectHandle handle);
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void append_bind_vertex_elements(ObjectHandle handle);
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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);
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void append_bind_vertex_elements(Protocol::ObjectHandle handle);
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void append_gl_viewport();
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void append_set_framebuffer_state_no_attach();
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void append_set_constant_buffer(Vector<float> const& constant_buffer);
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void append_create_shader(ObjectHandle handle, Gallium::ShaderType shader_type, StringView shader_data);
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void append_bind_shader(ObjectHandle handle, Gallium::ShaderType shader_type);
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void append_create_rasterizer(ObjectHandle handle);
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void append_bind_rasterizer(ObjectHandle handle);
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void append_create_dsa(ObjectHandle handle);
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void append_bind_dsa(ObjectHandle handle);
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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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