diff options
author | Chia-I Wu <[email protected]> | 2010-07-17 22:00:04 +0800 |
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committer | Chia-I Wu <[email protected]> | 2010-07-29 13:45:31 +0800 |
commit | e7f69c459af3274b9d1435c06a15b14eb40e4cc5 (patch) | |
tree | a49bb71da11954bbe2b1eb6e1649336d00786c21 /src/gallium/docs/d3d11ddi.txt | |
parent | a57f84251926045a3358822d0fd92ca95a4f0fde (diff) |
gallium/docs: Document draw_vbo and set_index_buffer.
Document the new unified drawing method and remove references to old
ones.
Diffstat (limited to 'src/gallium/docs/d3d11ddi.txt')
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 30 |
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 |