ladybird/Userland/Demos/VirGLDemo/CommandBufferBuilder.h
Lenny Maiorani f912a48315 Userland: Change static const variables to static constexpr
`static const` variables can be computed and initialized at run-time
during initialization or the first time a function is called. Change
them to `static constexpr` to ensure they are computed at
compile-time.

This allows some removal of `strlen` because the length of the
`StringView` can be used which is pre-computed at compile-time.
2022-03-18 19:58:57 +01:00

43 lines
1.8 KiB
C++

/*
* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/StringView.h>
#include <AK/Vector.h>
#include <sys/ioctl_numbers.h>
#include "VirGLProtocol.h"
class CommandBufferBuilder {
public:
void append_set_tweaks(u32 id, u32 value);
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);
void append_end_transfers_3d();
void append_draw_vbo(u32 count);
void append_gl_clear(float r, float g, float b);
void append_set_vertex_buffers(u32 stride, u32 offset, ResourceID resource);
void append_create_blend(ObjectHandle handle);
void append_bind_blend(ObjectHandle handle);
void append_create_surface(ResourceID drawtarget_resource, ObjectHandle drawtarget_handle, Protocol::TextureFormat format);
void append_set_framebuffer_state(ObjectHandle drawtarget, ObjectHandle depthbuffer = 0);
void append_create_vertex_elements(ObjectHandle handle);
void append_bind_vertex_elements(ObjectHandle handle);
void append_gl_viewport();
void append_set_framebuffer_state_no_attach();
void append_set_constant_buffer(Vector<float> const& constant_buffer);
void append_create_shader(ObjectHandle handle, Gallium::ShaderType shader_type, StringView shader_data);
void append_bind_shader(ObjectHandle handle, Gallium::ShaderType shader_type);
void append_create_rasterizer(ObjectHandle handle);
void append_bind_rasterizer(ObjectHandle handle);
void append_create_dsa(ObjectHandle handle);
void append_bind_dsa(ObjectHandle handle);
Vector<u32> const& build() { return m_buffer; }
private:
Vector<u32> m_buffer;
};