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authorIan Romanick <[email protected]>2010-08-13 20:22:46 -0700
committerIan Romanick <[email protected]>2010-08-13 20:22:46 -0700
commit443a7e4e9a360acbc3e662c098be436f180bf81d (patch)
tree71125fc394bdcbc17cd7ed74c592b9a7761541f8 /src/gallium/docs/d3d11ddi.txt
parent2f8ee757ab324d599fcb8287789eb5f1a7890d74 (diff)
parent27041d7cb3faeaed483538a228573466363ec1c7 (diff)
Merge branch 'master' into glsl2
Diffstat (limited to 'src/gallium/docs/d3d11ddi.txt')
-rw-r--r--src/gallium/docs/d3d11ddi.txt30
1 files changed, 11 insertions, 19 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt
index 0954c2926df..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
@@ -271,31 +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 -> 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)
@@ -332,10 +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