diff options
author | Luca Barbieri <[email protected]> | 2010-03-27 23:41:15 +0100 |
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committer | Luca Barbieri <[email protected]> | 2010-03-28 01:28:24 +0100 |
commit | d142e8f9d33da797e67706f7246af2694eed6d38 (patch) | |
tree | 3e2995bccd1843dfe2d7664f60446d8dc7e84d0a | |
parent | 4a16d325eb79d8c9da22df58aae4490bd79edaba (diff) |
gallium/docs: add comparison between Gallium and Direct3D 11 DDI interfaces
Feel free to check it and improve it if necessary.
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 492 |
1 files changed, 492 insertions, 0 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt new file mode 100644 index 00000000000..8aba4fde118 --- /dev/null +++ b/src/gallium/docs/d3d11ddi.txt @@ -0,0 +1,492 @@ +This document compares the D3D10/D3D11 device driver interface with Gallium. +It is written from the perspective of a developer implementing a D3D10/D3D11 driver as a Gallium state tracker. + +Note that naming and other cosmetic differences are not noted, since they don't really matter and would severely clutter the document. +Gallium/OpenGL terminology is used in preference to D3D terminology. + +NOTE: this document tries to be complete but most likely isn't fully complete and also not fully correct: please submit patches if you spot anything incorrect + +Also note that this is specifically for the DirectX 10/11 Windows Vista/7 DDI interfaces. +DirectX 9 has both user-mode (for Vista) and kernel mode (pre-Vista) interfaces, but they are significantly different from Gallium due to the presence of a lot of fixed function functionality. + +The user-visible DirectX 10/11 interfaces are distinct from the kernel DDI, but they match very closely. + +* Accessing Microsoft documentation + +See http://msdn.microsoft.com/en-us/library/dd445501.aspx ("D3D11DDI_DEVICEFUNCS") for D3D documentation. + +Also see download.microsoft.com/download/f/2/d/.../Direct3D10_web.pdf for an introduction to Direct3D 10 and the rationale for its design. + +The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation; + +To get the headers from Linux, run the following, in a dedicated directory: +wget http://download.microsoft.com/download/4/A/2/4A25C7D5-EFBE-4182-B6A9-AE6850409A78/GRMWDK_EN_7600_1.ISO +sudo mount -o loop GRMWDK_EN_7600_1.ISO /mnt/tmp +cabextract -x /mnt/tmp/wdk/headers_cab001.cab +rename 's/^_(.*)_[0-9]*$/$1/' * +sudo umount /mnt/tmp + +d3d10umddi.h contains the DDI interface analyzed in this document: note that it is much easier to read this online on MSDN. +d3d{10,11}TokenizedProgramFormat.hpp contains the shader bytecode definitions: this is not available on MSDN. +d3d9types.h contains DX9 shader bytecode, and DX9 types +d3dumddi.h contains the DirectX 9 DDI interface + +* Glossary + +BC1: DXT1 +BC2: DXT3 +BC3: DXT5 +BC5: RGTC +BC6H: BPTC float +BC7: BPTC +CS = compute shader: OpenCL-like shader +DS = domain shader: tessellation evaluation shader +HS = hull shader: tessellation control shader +IA = input assembler: primitive assembly +Input layout: vertex elements +OM = output merger: blender +PS = pixel shader: fragment shader +Primitive topology: primitive type +Resource: buffer or texture +Shader resource (view): sampler view +SO = stream out: transform feedback +Unordered access view: view supporting random read/write access (usually from compute shaders) + +* Legend + +-: features D3D11 has and Gallium lacks ++: features Gallium has and D3D11 lacks +!: differences between D3D11 and Gallium +*: possible improvements to Gallium +>: references to comparisons of special enumerations +#: comment + +* Gallium functions with no direct D3D10/D3D11 equivalent + +clear + + Gallium supports clearing both render targets and depth/stencil with a single call + +draw_range_elements + + Gallium supports indexed draw with explicit range + +fence_signalled +fence_finish + + D3D10/D3D11 don't appear to support explicit fencing; queries can often substitute though, and flushing is supported + +set_clip_state + + Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them + +set_polygon_stipple + + Gallium supports polygon stipple + +surface_fill + + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views + +* DirectX 10/11 DDI functions and Gallium equivalents + +AbandonCommandList (D3D11 only) + - Gallium does not support deferred contexts + +CalcPrivateBlendStateSize +CalcPrivateDepthStencilStateSize +CalcPrivateDepthStencilViewSize +CalcPrivateElementLayoutSize +CalcPrivateGeometryShaderWithStreamOutput +CalcPrivateOpenedResourceSize +CalcPrivateQuerySize +CalcPrivateRasterizerStateSize +CalcPrivateRenderTargetViewSize +CalcPrivateResourceSize +CalcPrivateSamplerSize +CalcPrivateShaderResourceViewSize +CalcPrivateShaderSize +CalcDeferredContextHandleSize (D3D11 only) +CalcPrivateCommandListSize (D3D11 only) +CalcPrivateDeferredContextSize (D3D11 only) +CalcPrivateTessellationShaderSize (D3D11 only) +CalcPrivateUnorderedAccessViewSize (D3D11 only) + ! D3D11 allocates private objects itself, using the size computed here + * Gallium could do something similar to be able to put the private data inline into state tracker objects: this would allow them to fit in the same cacheline and improve performance + +CheckDeferredContextHandleSizes (D3D11 only) + - Gallium does not support deferred contexts + +CheckFormatSupport -> screen->is_format_supported + ! Gallium passes usages to this function, D3D11 returns them + - Gallium does not differentiate between blendable and non-blendable render targets + - Gallium lacks multisampled-texture and multisampled-render-target usages + +CheckMultisampleQualityLevels + * could merge this with is_format_supported + - Gallium lacks multisampling support + +CommandListExecute (D3D11 only) + - Gallium does not support command lists + +CopyStructureCount (D3D11 only) + - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders) + +ClearDepthStencilView -> clear +ClearRenderTargetView -> clear + # D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view" + + Gallium allows to clear both depth/stencil and render target(s) in a single operation + + Gallium supports double-precision depth values (but not rgba values!) + * May want to also support double-precision rgba or use "float" for "depth" + +ClearUnorderedAccessViewFloat (D3D11 only) +ClearUnorderedAccessViewUint (D3D11 only) + - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders) + +CreateBlendState (extended in D3D10.1) -> create_blend_state + # D3D10 does not support per-RT blending, only D3D10.1 does + - Gallium lacks alpha-to-coverage + + Gallium supports logic ops + + Gallium supports dithering + + Gallium supports using the broadcast alpha component of the blend constant color + +CreateCommandList (D3D11 only) + - Gallium does not support command lists + +CreateComputeShader (D3D11 only) + - Gallium does not support compute shaders + +CreateDeferredContext (D3D11 only) + - Gallium does not support deferred contexts + +CreateDomainShader (D3D11 only) + - Gallium does not support domain shaders + +CreateHullShader (D3D11 only) + - Gallium does not support hull shaders + +CreateUnorderedAccessView (D3D11 only) + - Gallium does not support unordered access views + +CreateDepthStencilState -> create_depth_stencil_alpha_state + ! D3D11 has both a global stencil enable, and front/back enables; Gallium has only front/back enables + + Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front + + Gallium supports the alpha test, which D3D11 lacks + +CreateDepthStencilView -> get_tex_surface +CreateRenderTargetView -> get_tex_surface + ! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction + - lack of texture array support + - lack of render-to-buffer support + + Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory) + +CreateElementLayout -> create_vertex_elements_state + ! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially + ! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0 + +CreateGeometryShader -> create_gs_state +CreateGeometryShaderWithStreamOutput -> create_gs_state +CreatePixelShader -> create_fs_state +CreateVertexShader -> create_vs_state + > bytecode is different (see D3d10tokenizedprogramformat.hpp) + ! D3D11 describes input/outputs separately from bytecode; Gallium has the tgsi_scan.c module to extract it from TGSI + @ TODO: look into DirectX 10/11 semantics specification and bytecode + +CheckCounter +CheckCounterInfo +CreateQuery -> create_query + - Gallium only supports occlusion, primitives generated and primitives emitted queries + ! D3D11 implements fences with "event" queries + * TIMESTAMP could be implemented as an additional fields for other queries: some cards have hardware support for exactly this + * OCCLUSIONPREDICATE is required for the OpenGL v2 occlusion query functionality + * others are performance counters, we may want them but they are not critical + +CreateRasterizerState + - Gallium lacks clamping of polygon offset depth biases + - Gallium lacks support to disable depth clipping + - Gallium lacks multisampling + + Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT + + Gallium, like OpenGL, supports per-face polygon fill modes + + Gallium, like OpenGL, supports culling everything + + Gallium, like OpenGL, supports two-side lighting; D3D11 only has the facing attribute + + Gallium, like OpenGL, supports per-fill-mode polygon offset enables + + Gallium, like OpenGL, supports polygon smoothing + + Gallium, like OpenGL, supports polygon stipple + + Gallium, like OpenGL, supports point smoothing + + Gallium, like OpenGL, supports point sprites + + Gallium supports specifying point quad rasterization + + Gallium, like OpenGL, supports per-point point size + + Gallium, like OpenGL, supports line smoothing + + Gallium, like OpenGL, supports line stipple + + Gallium supports line last pixel rule specification + + Gallium, like OpenGL, supports provoking vertex convention + + Gallium supports D3D9 rasterization rules + + Gallium supports fixed line width + + Gallium supports fixed point size + +CreateResource -> texture_create or buffer_create + ! D3D11 passes the dimensions of all mipmap levels to the create call, while Gallium has an implicit floor(x/2) rule + # Note that hardware often has the implicit rule, so the D3D11 interface seems to make little sense + # Also, the D3D11 API does not allow the user to specify mipmap sizes, so this really seems a dubious decision on Microsoft's part + - D3D11 supports specifying initial data to write in the resource + - Gallium lacks support for stream output buffer usage + - Gallium does not support unordered access buffers + ! D3D11 specifies mapping flags (i.e. read/write/discard);:it's unclear what they are used for here + - D3D11 supports odd things in the D3D10_DDI_RESOURCE_MISC_FLAG enum (D3D10_DDI_RESOURCE_MISC_DISCARD_ON_PRESENT, D3D11_DDI_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS, D3D11_DDI_RESOURCE_MISC_BUFFER_STRUCTURED) + - Gallium does not support indirect draw call parameter buffers + - Gallium lacks multisampling + - Gallium lacks array textures + ! D3D11 supports specifying hardware modes and other stuff here for scanout resources + + Gallium allows specifying minimum buffer alignment + ! D3D11 implements cube maps as 2D array textures + +CreateSampler + - D3D11 supports a monochrome convolution filter for "text filtering" + + Gallium supports non-normalized coordinates + + Gallium supports CLAMP, MIRROR_CLAMP and MIRROR_CLAMP_TO_BORDER + + Gallium supports setting min/max/mip filters and anisotropy independently + +CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view + - Gallium lacks sampler views over buffers + - Gallium lacks texture arrays, and cube map views over texture arrays + + Gallium supports specifying a swizzle + ! D3D11 implements "cube views" as views into a 2D array texture + +CsSetConstantBuffers (D3D11 only) +CsSetSamplers (D3D11 only) +CsSetShader (D3D11 only) +CsSetShaderResources (D3D11 only) +CsSetShaderWithIfaces (D3D11 only) +CsSetUnorderedAccessViews (D3D11 only) + - Gallium does not support compute shaders + +DestroyBlendState +DestroyCommandList (D3D11 only) +DestroyDepthStencilState +DestroyDepthStencilView +DestroyDevice +DestroyElementLayout +DestroyQuery +DestroyRasterizerState +DestroyRenderTargetView +DestroyResource +DestroySampler +DestroyShader +DestroyShaderResourceView +DestroyUnorderedAccessView (D3D11 only) + # these are trivial + +Dispatch (D3D11 only) + - Gallium does not support compute shaders + +DispatchIndirect (D3D11 only) + - Gallium does not support compute shaders + +Draw -> draw_arrays + ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better + +DrawAuto + - Gallium lacks stream out and DrawAuto + +DrawIndexed -> draw_elements + ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better + * may want to add a separate set_index_buffer + - Gallium lacks base vertex for indexed draw calls + + D3D11 lacks draw_range_elements functionality, which is required for OpenGL + +DrawIndexedInstanced -> draw_elements_instanced + ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better + * may want to add a separate set_index_buffer + - Gallium lacks base vertex for indexed draw calls + +DrawIndexedInstancedIndirect (D3D11 only) -> call draw_elements_instanced multiple times in software + # this allows to use an hardware buffer to specify the parameters for multiple draw_elements_instanced calls + - Gallium does not support draw call parameter buffers and indirect draw + +DrawInstanced -> draw_arrays_instanced + ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better + +DrawInstancedIndirect (D3D11 only) -> call draw_arrays_instanced multiple times in software + # this allows to use an hardware buffer to specify the parameters for multiple draw_arrays_instanced calls + - Gallium does not support draw call parameter buffers and indirect draws + +DsSetConstantBuffers (D3D11 only) +DsSetSamplers (D3D11 only) +DsSetShader (D3D11 only) +DsSetShaderResources (D3D11 only) +DsSetShaderWithIfaces (D3D11 only) + - Gallium does not support domain shaders + +Flush -> flush + ! Gallium supports fencing and several kinds of flushing here, D3D11 just has a dumb glFlush-like function + +GenMips + - Gallium lacks a mipmap generation interface, and does this manually with the 3D engine + * it may be useful to add a mipmap generation interface, since the hardware (especially older cards) may have a better way than using the 3D engine + +GsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_GEOMETRY, i, phBuffers[i]) + +GsSetSamplers + - Gallium does not support sampling in geometry shaders + +GsSetShader -> bind_gs_state + +GsSetShaderWithIfaces (D3D11 only) + - Gallium does not support shader interfaces + +GsSetShaderResources + - Gallium does not support sampling in geometry shaders + +HsSetConstantBuffers (D3D11 only) +HsSetSamplers (D3D11 only) +HsSetShader (D3D11 only) +HsSetShaderResources (D3D11 only) +HsSetShaderWithIfaces (D3D11 only) + - Gallium does not support hull shaders + +IaSetIndexBuffer + ! Gallium passes this to the draw_elements or draw_elements_instanced calls + + Gallium supports 8-bit indices + ! the D3D11 interface allows index-size-unaligned byte offsets into index buffers; it's not clear whether they actually work + +IaSetInputLayout -> bind_vertex_elements_state + +IaSetTopology + ! Gallium passes the topology = primitive type to the draw calls + * may want to add an interface for this + - Gallium lacks support for DirectX 11 tessellated primitives + + Gallium supports line loops, triangle fans, quads, quad strips and polygons + +IaSetVertexBuffers -> set_vertex_buffers + + Gallium allows to specify a max_index here + - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset + +OpenResource -> texture_from_handle + +PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i]) + [*] may want to split into fragment/vertex-specific versions + +PsSetSamplers -> bind_fragment_sampler_states + [*] may want to allow binding subsets instead of all at once + +PsSetShader -> bind_fs_state + +PsSetShaderWithIfaces (D3D11 only) + - Gallium does not support shader interfaces + +PsSetShaderResources -> set_fragment_sampler_views + [*] may want to allow binding subsets instead of all at once + +QueryBegin -> begin_query + +QueryEnd -> end_query + +QueryGetData -> get_query_result + - D3D11 supports reading an arbitrary data chunk for query results, Gallium only supports reading a 64-bit integer + + D3D11 doesn't seem to support actually waiting for the query result (?!) + - D3D11 supports optionally not flushing command buffers here and instead returning DXGI_DDI_ERR_WASSTILLDRAWING + +RecycleCommandList (D3D11 only) +RecycleCreateCommandList (D3D11 only) +RecycleDestroyCommandList (D3D11 only) + - Gallium does not support command lists + +RecycleCreateDeferredContext (D3D11 only) + - Gallium does not support deferred contexts + +RelocateDeviceFuncs + - Gallium does not support moving pipe_context, while D3D11 seems to, using this + +ResetPrimitiveID (D3D10.1+ only, #ifdef D3D10PSGP) + # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf) + # presumably this resets the primitive id system value + - Gallium does not support vertex pipeline bypass anymore + +ResourceCopy +ResourceCopyRegion +ResourceConvert (D3D10.1+ only) +ResourceConvertRegion (D3D10.1+ only) + -> surface_copy + - Gallium does not support hardware buffer copies + - Gallium does not support copying 3D texture subregions in a single call + +ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced + - Gallium does not support checking reference for a whole texture, but only a specific surface + +ResourceReadAfterWriteHazard + ! Gallium specifies hides this, except for the render and texture caches + +ResourceResolveSubresource + - Gallium does not support multisample sample resolution + +ResourceMap +ResourceUnmap +DynamicConstantBufferMapDiscard +DynamicConstantBufferUnmap +DynamicIABufferMapDiscard +DynamicIABufferMapNoOverwrite +DynamicIABufferUnmap +DynamicResourceMapDiscard +DynamicResourceUnmap +StagingResourceMap +StagingResourceUnmap + -> buffer_map / buffer_unmap + -> transfer functions + ! Gallium and D3D have different semantics for transfers + * D3D separates vertex/index buffers from constant buffers + ! D3D separates some buffer flags into specialized calls + +ResourceUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources +DefaultConstantBufferUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources + +SetBlendState -> bind_blend_state and set_blend_color + ! D3D11 fuses bind_blend_state and set_blend_color in a single function + - Gallium lacks the sample mask + +SetDepthStencilState -> bind_depth_stencil_alpha_state and set_stencil_ref + ! D3D11 fuses bind_depth_stencil_alpha_state and set_stencil_ref in a single function + +SetPredication -> render_condition + # here both D3D11 and Gallium seem very limited (hardware is too, probably though) + # ideally, we should support nested conditional rendering, as well as more complex tests (checking for an arbitrary range, after an AND with arbitrary mask ) + # of couse, hardware support is probably as limited as OpenGL/D3D11 + + Gallium, like NV_conditional_render, supports by-region and wait flags + - D3D11 supports predication conditional on being equal any value (along with occlusion predicates); Gallium only supports on non-zero + +SetRasterizerState -> bind_rasterizer_state + +SetRenderTargets (extended in D3D11) -> set_framebuffer_state + ! Gallium passed a width/height here, D3D11 does not + ! Gallium lacks ClearTargets (but this is redundant and the driver can trivially compute this if desired) + - Gallium does not support unordered access views + - Gallium does not support geometry shader selection of texture array image / 3D texture zslice + +SetResourceMinLOD (D3D11 only) + - Gallium does not support min lod directly on textures + +SetScissorRects + - Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has + +SetTextFilterSize + - Gallium lacks support for text filters + +SetVertexPipelineOutput (D3D10.1+ only) + # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf) + - Gallium does not support vertex pipeline bypass anymore + +SetViewports + - Gallium lacks support for multiple geometry-shader-selectable viewports D3D11 has + +ShaderResourceViewReadAfterWriteHazard -> flush(PIPE_FLUSH_RENDER_CACHE) + - Gallium does not support specifying this per-render-target/view + +SoSetTargets + - Gallium does not support stream out + +VsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_VERTEX, i, phBuffers[i]) + [*] may want to split into fragment/vertex-specific versions + +VsSetSamplers -> bind_vertex_sampler_states + [*] may want to allow binding subsets instead of all at once + +VsSetShader -> bind_vs_state + +VsSetShaderWithIfaces (D3D11 only) + - Gallium does not support shader interfaces + +VsSetShaderResources -> set_fragment_sampler_views + [*] may want to allow binding subsets instead of all at once |