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	 fd5eaf6494
			
		
	
	
		fd5eaf6494
		
	
	
	
	
		
			
			This is a simple demo for VirGL, that does the bare minimum required to create and render a spinning cube (with one color per face).
		
			
				
	
	
		
			41 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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| #include <AK/Vector.h>
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| #include <sys/ioctl_numbers.h>
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| 
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| #include "VirGLProtocol.h"
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| 
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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_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_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, const char* 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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|     Vector<u32> const& build() { return m_buffer; }
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| 
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| private:
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|     Vector<u32> m_buffer;
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| };
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