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-rw-r--r--Userland/Libraries/LibVirtGPU/Device.cpp167
-rw-r--r--Userland/Libraries/LibVirtGPU/Device.h32
2 files changed, 198 insertions, 1 deletions
diff --git a/Userland/Libraries/LibVirtGPU/Device.cpp b/Userland/Libraries/LibVirtGPU/Device.cpp
index 7709f1390d..37e58f6bd9 100644
--- a/Userland/Libraries/LibVirtGPU/Device.cpp
+++ b/Userland/Libraries/LibVirtGPU/Device.cpp
@@ -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)
diff --git a/Userland/Libraries/LibVirtGPU/Device.h b/Userland/Libraries/LibVirtGPU/Device.h
index 7084f6c126..ec2e207d51 100644
--- a/Userland/Libraries/LibVirtGPU/Device.h
+++ b/Userland/Libraries/LibVirtGPU/Device.h
@@ -8,8 +8,11 @@
#include <AK/NonnullOwnPtr.h>
#include <AK/NonnullRefPtr.h>
+#include <AK/Vector.h>
+#include <Kernel/API/VirGL.h>
#include <LibCore/File.h>
#include <LibGPU/Device.h>
+#include <LibVirtGPU/VirGLProtocol.h>
namespace VirtGPU {
@@ -19,6 +22,9 @@ public:
static ErrorOr<NonnullOwnPtr<Device>> create(Gfx::IntSize min_size);
+ // FIXME: Once the kernel driver supports destroying contexts we need to add this functionality here
+ ErrorOr<void> initialize_context(Gfx::IntSize min_size);
+
virtual GPU::DeviceInfo info() const override;
virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices) override;
@@ -55,7 +61,33 @@ public:
virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
private:
+ Protocol::ObjectHandle allocate_handle();
+ ErrorOr<Protocol::ResourceID> create_virgl_resource(VirGL3DResourceSpec&);
+ ErrorOr<void> upload_command_buffer(Vector<u32> const&);
+
NonnullRefPtr<Core::File> m_gpu_file;
+
+ Protocol::ResourceID m_vbo_resource_id { 0 };
+ Protocol::ResourceID m_drawtarget { 0 };
+ Protocol::ResourceID m_depthbuffer_surface { 0 };
+ Protocol::ObjectHandle m_blend_handle { 0 };
+ Protocol::ObjectHandle m_drawtarget_surface_handle { 0 };
+ Protocol::ObjectHandle m_depthbuffer_surface_handle { 0 };
+ Protocol::ObjectHandle m_ve_handle { 0 };
+ Protocol::ObjectHandle m_frag_shader_handle { 0 };
+ Protocol::ObjectHandle m_vert_shader_handle { 0 };
+ Protocol::ObjectHandle m_rasterizer_handle { 0 };
+ Protocol::ObjectHandle m_dsa_handle { 0 };
+ u32 m_last_allocated_handle { 0 };
+
+ struct VertexData {
+ float r;
+ float g;
+ float b;
+ float x;
+ float y;
+ float z;
+ };
};
}