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serenity/Userland/Demos/VirGLDemo/VirGLProtocol.h
Sahan Fernando fd5eaf6494 Demos: Create demo for VirGL gpu device
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).
2022-03-09 14:58:48 +03:30

210 lines
4.4 KiB
C++

/*
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/DistinctNumeric.h>
TYPEDEF_DISTINCT_ORDERED_ID(u32, ObjectHandle);
TYPEDEF_DISTINCT_ORDERED_ID(u32, ResourceID);
#define VIRGL_BIND_DEPTH_STENCIL (1 << 0)
#define VIRGL_BIND_RENDER_TARGET (1 << 1)
#define VIRGL_BIND_SAMPLER_VIEW (1 << 3)
#define VIRGL_BIND_VERTEX_BUFFER (1 << 4)
#define VIRGL_BIND_INDEX_BUFFER (1 << 5)
#define VIRGL_BIND_CONSTANT_BUFFER (1 << 6)
#define VIRGL_BIND_DISPLAY_TARGET (1 << 7)
#define VIRGL_BIND_COMMAND_ARGS (1 << 8)
#define VIRGL_BIND_STREAM_OUTPUT (1 << 11)
#define VIRGL_BIND_SHADER_BUFFER (1 << 14)
#define VIRGL_BIND_QUERY_BUFFER (1 << 15)
#define VIRGL_BIND_CURSOR (1 << 16)
#define VIRGL_BIND_CUSTOM (1 << 17)
#define VIRGL_BIND_SCANOUT (1 << 18)
#define VIRGL_BIND_STAGING (1 << 19)
#define VIRGL_BIND_SHARED (1 << 20)
namespace Protocol {
enum class TextureFormat : u32 {
// RGBA Formats
VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM = 1,
VIRTIO_GPU_FORMAT_B8G8R8X8_UNORM = 2,
VIRTIO_GPU_FORMAT_A8R8G8B8_UNORM = 3,
VIRTIO_GPU_FORMAT_X8R8G8B8_UNORM = 4,
VIRTIO_GPU_FORMAT_R8G8B8A8_UNORM = 67,
VIRTIO_GPU_FORMAT_X8B8G8R8_UNORM = 68,
VIRTIO_GPU_FORMAT_A8B8G8R8_UNORM = 121,
VIRTIO_GPU_FORMAT_R8G8B8X8_UNORM = 134,
// Stencil-Depth Formats
VIRTIO_GPU_FORMAT_Z16_UNORM = 16,
VIRTIO_GPU_FORMAT_Z32_UNORM = 17,
VIRTIO_GPU_FORMAT_Z32_FLOAT = 18,
VIRTIO_GPU_FORMAT_Z24_UNORM_S8_UINT = 19,
VIRTIO_GPU_FORMAT_S8_UINT_Z24_UNORM = 20,
VIRTIO_GPU_FORMAT_Z24X8_UNORM = 21,
VIRTIO_GPU_FORMAT_X8Z24_UNORM = 22,
VIRTIO_GPU_FORMAT_S8_UINT = 23,
VIRTIO_GPU_FORMAT_Z32_FLOAT_S8X24_UINT = 128,
VIRTIO_GPU_FORMAT_X24S8_UINT = 136,
VIRTIO_GPU_FORMAT_S8X24_UINT = 137,
VIRTIO_GPU_FORMAT_X32_S8X24_UINT = 138,
};
enum class VirGLCommand : u32 {
NOP = 0,
CREATE_OBJECT = 1,
BIND_OBJECT,
DESTROY_OBJECT,
SET_VIEWPORT_STATE,
SET_FRAMEBUFFER_STATE,
SET_VERTEX_BUFFERS,
CLEAR,
DRAW_VBO,
RESOURCE_INLINE_WRITE,
SET_SAMPLER_VIEWS,
SET_INDEX_BUFFER,
SET_CONSTANT_BUFFER,
SET_STENCIL_REF,
SET_BLEND_COLOR,
SET_SCISSOR_STATE,
BLIT,
RESOURCE_COPY_REGION,
BIND_SAMPLER_STATES,
BEGIN_QUERY,
END_QUERY,
GET_QUERY_RESULT,
SET_POLYGON_STIPPLE,
SET_CLIP_STATE,
SET_SAMPLE_MASK,
SET_STREAMOUT_TARGETS,
SET_RENDER_CONDITION,
SET_UNIFORM_BUFFER,
SET_SUB_CTX,
CREATE_SUB_CTX,
DESTROY_SUB_CTX,
BIND_SHADER,
SET_TESS_STATE,
SET_MIN_SAMPLES,
SET_SHADER_BUFFERS,
SET_SHADER_IMAGES,
MEMORY_BARRIER,
LAUNCH_GRID,
SET_FRAMEBUFFER_STATE_NO_ATTACH,
TEXTURE_BARRIER,
SET_ATOMIC_BUFFERS,
SET_DBG_FLAGS,
GET_QUERY_RESULT_QBO,
TRANSFER3D,
END_TRANSFERS,
COPY_TRANSFER3D,
SET_TWEAKS,
CLEAR_TEXTURE,
PIPE_RESOURCE_CREATE,
PIPE_RESOURCE_SET_TYPE,
GET_MEMORY_INFO,
SEND_STRING_MARKER,
MAX_COMMANDS
};
union ClearType {
struct {
u32 depth : 1;
u32 stencil : 1;
u32 color0 : 1;
u32 color1 : 1;
u32 color2 : 1;
u32 color3 : 1;
u32 color4 : 1;
u32 color5 : 1;
u32 color6 : 1;
u32 color7 : 1;
} flags;
u32 value;
};
enum class ObjectType : u32 {
NONE,
BLEND,
RASTERIZER,
DSA,
SHADER,
VERTEX_ELEMENTS,
SAMPLER_VIEW,
SAMPLER_STATE,
SURFACE,
QUERY,
STREAMOUT_TARGET,
MSAA_SURFACE,
MAX_OBJECTS,
};
enum class PipeTextureTarget : u32 {
BUFFER = 0,
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_RECT,
TEXTURE_1D_ARRAY,
TEXTURE_2D_ARRAY,
TEXTURE_CUBE_ARRAY,
MAX
};
enum class PipePrimitiveTypes : u32 {
POINTS = 0,
LINES,
LINE_LOOP,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
QUADS,
QUAD_STRIP,
POLYGON,
LINES_ADJACENCY,
LINE_STRIP_ADJACENCY,
TRIANGLES_ADJACENCY,
TRIANGLE_STRIP_ADJACENCY,
PATCHES,
MAX
};
}
namespace Gallium {
enum class PipeTextureTarget : u32 {
BUFFER,
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_RECT,
TEXTURE_1D_ARRAY,
TEXTURE_2D_ARRAY,
TEXTURE_CUBE_ARRAY,
MAX_TEXTURE_TYPES,
};
enum class ShaderType : u32 {
SHADER_VERTEX = 0,
SHADER_FRAGMENT,
SHADER_GEOMETRY,
SHADER_TESS_CTRL,
SHADER_TESS_EVAL,
SHADER_COMPUTE,
SHADER_TYPES
};
}