diff options
author | Roland Scheidegger <[email protected]> | 2010-05-28 23:57:47 +0200 |
---|---|---|
committer | Roland Scheidegger <[email protected]> | 2010-05-28 23:57:47 +0200 |
commit | 0cd70b554cb0bb9280f83fddf4f1451fddd37230 (patch) | |
tree | 39c4dfc0433c6190d78f1716ae8e54c96a757568 /src/gallium/docs | |
parent | d3f598a506d911e7cbbe561a798d284a154da3cd (diff) |
gallium: clear interface changes
clears were a bit limited in gallium:
- no scissoring (OGL only) nor explicit rectangle list (d3d9)
- no color/stencil masks (OGL only)
- no separate depth/stencil clears (d3d9/d3d10/OGL)
- cannot really clear single color buffer (only with resource_fill_region)
Additionally, d3d can clear surfaces not currently bound to the framebuffer.
It is, however, not easy to find some common ground what a clear should be able
to do, due to both API requirements and also hw differences (a case which might
be able to use a special clear path on one hw might need a "normal" quad render
on another).
Hence several clear methods are provided, and a driver should implement all of
them.
- clear: slightly modified to also be able to clear only depth or stencil in a
combined depth/stencil surface. This is however optional based on driver
capability though ideally it wouldn't be optional. AFAIK this is in fact
something used by applications quite a bit.
Otherwise, for now still doesn't allow clearing with scissors/mask (or single
color buffers)
- clearRT: clears a single (potentially unbound) color surface. This was formerly
roughly known as resource_fill_region. mesa st will not currently use this,
though potentially would be useful for GL ClearBuffer.
- clearDS: similar to above except for depth stencil surfaces.
Note that clearDS/clearRT currently handle can handle partial clear. This might
change however.
Diffstat (limited to 'src/gallium/docs')
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 2 | ||||
-rw-r--r-- | src/gallium/docs/source/context.rst | 27 |
2 files changed, 21 insertions, 8 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt index d9c2b441a94..e3368fdbd69 100644 --- a/src/gallium/docs/d3d11ddi.txt +++ b/src/gallium/docs/d3d11ddi.txt @@ -79,7 +79,7 @@ set_clip_state set_polygon_stipple + Gallium supports polygon stipple -resource_fill_region +clearRT/clearDS + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views * DirectX 10/11 DDI functions and Gallium equivalents diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst index 89c02b1b703..037afb0743a 100644 --- a/src/gallium/docs/source/context.rst +++ b/src/gallium/docs/source/context.rst @@ -102,14 +102,29 @@ the LOD range the texture is going to be constrained to. Clearing ^^^^^^^^ +Clear is one of the most difficult concepts to nail down to a single +interface (due to both different requirements from APIs and also driver/hw +specific differences). + ``clear`` initializes some or all of the surfaces currently bound to the framebuffer to particular RGBA, depth, or stencil values. +Currently, this does not take into account color or stencil write masks (as +used by GL), and always clears the whole surfaces (no scissoring as used by +GL clear or explicit rectangles like d3d9 uses). It can, however, also clear +only depth or stencil in a combined depth/stencil surface, if the driver +supports PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE. +If a surface includes several layers/slices (XXX: not yet...) then all layers +will be cleared. -Clear is one of the most difficult concepts to nail down to a single -interface and it seems likely that we will want to add additional -clear paths, for instance clearing surfaces not bound to the -framebuffer, or read-modify-write clears such as depth-only or -stencil-only clears of packed depth-stencil buffers. +``clearRT`` clears a single color rendertarget with the specified color +value. While it is only possible to clear one surface at a time (which can +include several layers), this surface need not be bound to the framebuffer. + +``clearDS``clears a single depth, stencil or depth/stencil surface with +the specified depth and stencil values (for combined depth/stencil buffers, +is is also possible to only clear one or the other part). While it is only +possible to clear one surface at a time (which can include several layers), +this surface need not be bound to the framebuffer. Drawing @@ -266,8 +281,6 @@ These methods operate directly on ``pipe_resource`` objects, and stand apart from any 3D state in the context. Blitting functionality may be moved to a separate abstraction at some point in the future. -``resource_fill_region`` performs a fill operation on a section of a resource. - ``resource_copy_region`` blits a region of a subresource of a resource to a region of another subresource of a resource, provided that both resources have the same format. The source and destination may be the same resource, but overlapping |