diff options
author | Thomas Balling Sørensen <tball@tball-laptop.(none)> | 2010-10-05 12:04:08 +0200 |
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committer | Thomas Balling Sørensen <tball@tball-laptop.(none)> | 2010-10-05 12:04:08 +0200 |
commit | 1218430e1200a08cd64b6555d3fd1fd0274ad9e5 (patch) | |
tree | e060fb27b8388a4bd237ca39fc20f1675c5e367c /src/gallium/docs/d3d11ddi.txt | |
parent | 63b1525cf0a50e3d31328c3b56355a86056e4c05 (diff) | |
parent | bf21b7006c63c3dc47045c22d4f372dfe6c7ce67 (diff) |
Merge branch 'master' into pipe-video
Conflicts:
configs/linux-dri
configure.ac
src/gallium/drivers/nvfx/Makefile
src/gallium/include/pipe/p_defines.h
src/gallium/include/pipe/p_screen.h
src/gallium/include/state_tracker/dri1_api.h
src/gallium/include/state_tracker/drm_api.h
src/gallium/tests/python/samples/tri.py
src/gallium/tests/trivial/Makefile
src/gallium/tests/unit/Makefile
src/gallium/tests/unit/SConscript
src/gallium/tests/unit/u_format_test.c
src/gallium/winsys/nouveau/drm/nouveau_drm_api.c
Diffstat (limited to 'src/gallium/docs/d3d11ddi.txt')
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 59 |
1 files changed, 21 insertions, 38 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt index 8f2509ce035..f8155c828b1 100644 --- a/src/gallium/docs/d3d11ddi.txt +++ b/src/gallium/docs/d3d11ddi.txt @@ -66,9 +66,6 @@ Unordered access view: view supporting random read/write access (usually from co 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 @@ -79,7 +76,7 @@ set_clip_state set_polygon_stipple + Gallium supports polygon stipple -surface_fill +clearRT/clearDS + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views * DirectX 10/11 DDI functions and Gallium equivalents @@ -114,11 +111,10 @@ CheckDeferredContextHandleSizes (D3D11 only) 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 + ! Gallium includes sample count directly, D3D11 uses additional query CheckMultisampleQualityLevels - * could merge this with is_format_supported - - Gallium lacks multisampling support + ! is merged with is_format_supported CommandListExecute (D3D11 only) - Gallium does not support command lists @@ -139,7 +135,6 @@ ClearUnorderedAccessViewUint (D3D11 only) CreateBlendState (extended in D3D10.1) -> create_blend_state # D3D10 does not support per-RT blend modes (but 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 @@ -179,7 +174,7 @@ CreateElementLayout -> create_vertex_elements_state ! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0 CreateGeometryShader -> create_gs_state -CreateGeometryShaderWithStreamOutput -> create_gs_state +CreateGeometryShaderWithStreamOutput -> create_gs_state + create_stream_output_state CreatePixelShader -> create_fs_state CreateVertexShader -> create_vs_state > bytecode is different (see D3d10tokenizedprogramformat.hpp) @@ -198,7 +193,6 @@ CreateQuery -> create_query 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 @@ -223,12 +217,10 @@ CreateResource -> texture_create or buffer_create # 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 @@ -276,32 +268,27 @@ Dispatch (D3D11 only) DispatchIndirect (D3D11 only) - Gallium does not support compute shaders -Draw -> draw_arrays +Draw -> draw_vbo ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better -DrawAuto - - Gallium lacks stream out and DrawAuto +DrawAuto -> draw_auto -DrawIndexed -> draw_elements +DrawIndexed -> draw_vbo ! 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 + + D3D11 lacks explicit range, which is required for OpenGL -DrawIndexedInstanced -> draw_elements_instanced +DrawIndexedInstanced -> draw_vbo ! 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 +DrawIndexedInstancedIndirect (D3D11 only) + # this allows to use an hardware buffer to specify the parameters for multiple draw_vbo calls - Gallium does not support draw call parameter buffers and indirect draw -DrawInstanced -> draw_arrays_instanced +DrawInstanced -> draw_vbo ! 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 +DrawInstancedIndirect (D3D11 only) + # this allows to use an hardware buffer to specify the parameters for multiple draw_vbo calls - Gallium does not support draw call parameter buffers and indirect draws DsSetConstantBuffers (D3D11 only) @@ -338,10 +325,9 @@ 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 +IaSetIndexBuffer -> set_index_buffer + 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 + # the D3D11 interface allows index-size-unaligned byte offsets into the index buffer; most drivers will abort with an assertion IaSetInputLayout -> bind_vertex_elements_state @@ -400,7 +386,7 @@ ResourceCopy ResourceCopyRegion ResourceConvert (D3D10.1+ only) ResourceConvertRegion (D3D10.1+ only) - -> surface_copy + -> resource_copy_region - Gallium does not support hardware buffer copies - Gallium does not support copying 3D texture subregions in a single call @@ -410,8 +396,7 @@ ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced ResourceReadAfterWriteHazard ! Gallium specifies hides this, except for the render and texture caches -ResourceResolveSubresource - - Gallium does not support multisample sample resolution +ResourceResolveSubresource -> resource_resolve ResourceMap ResourceUnmap @@ -433,9 +418,8 @@ StagingResourceUnmap 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 +SetBlendState -> bind_blend_state, set_blend_color and set_sample_mask + ! D3D11 fuses bind_blend_state, set_blend_color and set_sample_mask in a single function 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 @@ -474,8 +458,7 @@ SetViewports ShaderResourceViewReadAfterWriteHazard -> flush(PIPE_FLUSH_RENDER_CACHE) - Gallium does not support specifying this per-render-target/view -SoSetTargets - - Gallium does not support stream out +SoSetTargets -> set_stream_output_buffers 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 |