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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
parent2f8ee757ab324d599fcb8287789eb5f1a7890d74 (diff)
parent27041d7cb3faeaed483538a228573466363ec1c7 (diff)
Merge branch 'master' into glsl2
Diffstat (limited to 'src/gallium/docs')
-rw-r--r--src/gallium/docs/d3d11ddi.txt30
-rw-r--r--src/gallium/docs/source/conf.py4
-rw-r--r--src/gallium/docs/source/context.rst55
-rw-r--r--src/gallium/docs/source/cso/rasterizer.rst39
-rw-r--r--src/gallium/docs/source/distro.rst4
5 files changed, 54 insertions, 78 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
diff --git a/src/gallium/docs/source/conf.py b/src/gallium/docs/source/conf.py
index ccc84405c41..99e665234eb 100644
--- a/src/gallium/docs/source/conf.py
+++ b/src/gallium/docs/source/conf.py
@@ -38,7 +38,7 @@ master_doc = 'index'
# General information about the project.
project = u'Gallium'
-copyright = u'2009, VMWare, X.org, Nouveau'
+copyright = u'2009, VMware, X.org, Nouveau'
# The version info for the project you're documenting, acts as replacement for
# |version| and |release|, also used in various other places throughout the
@@ -176,7 +176,7 @@ htmlhelp_basename = 'Galliumdoc'
# (source start file, target name, title, author, documentclass [howto/manual]).
latex_documents = [
('index', 'Gallium.tex', u'Gallium Documentation',
- u'VMWare, X.org, Nouveau', 'manual'),
+ u'VMware, X.org, Nouveau', 'manual'),
]
# The name of an image file (relative to this directory) to place at the top of
diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst
index 4e35a4c4082..f241411a002 100644
--- a/src/gallium/docs/source/context.rst
+++ b/src/gallium/docs/source/context.rst
@@ -45,6 +45,7 @@ buffers, surfaces) are bound to the driver.
* ``set_vertex_buffers``
+* ``set_index_buffer``
Non-CSO State
^^^^^^^^^^^^^
@@ -132,50 +133,26 @@ this surface need not be bound to the framebuffer.
Drawing
^^^^^^^
-``draw_arrays`` draws a specified primitive.
+``draw_vbo`` draws a specified primitive. The primitive mode and other
+properties are described by ``pipe_draw_info``.
-This command is equivalent to calling ``draw_arrays_instanced``
-with ``startInstance`` set to 0 and ``instanceCount`` set to 1.
+The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
+the mode of the primitive and the vertices to be fetched, in the range between
+``start`` to ``start``+``count``-1, inclusive.
-``draw_elements`` draws a specified primitive using an optional
-index buffer.
+Every instance with instanceID in the range between ``start_instance`` and
+``start_instance``+``instance_count``-1, inclusive, will be drawn.
-This command is equivalent to calling ``draw_elements_instanced``
-with ``startInstance`` set to 0 and ``instanceCount`` set to 1.
+All vertex indices must fall inside the range given by ``min_index`` and
+``max_index``. In case non-indexed draw, ``min_index`` should be set to
+``start`` and ``max_index`` should be set to ``start``+``count``-1.
-``draw_range_elements``
+``index_bias`` is a value added to every vertex index before fetching vertex
+attributes. It does not affect ``min_index`` and ``max_index``.
-XXX: this is (probably) a temporary entrypoint, as the range
-information should be available from the vertex_buffer state.
-Using this to quickly evaluate a specialized path in the draw
-module.
-
-``draw_arrays_instanced`` draws multiple instances of the same primitive.
-
-This command is equivalent to calling ``draw_elements_instanced``
-with ``indexBuffer`` set to NULL and ``indexSize`` set to 0.
-
-``draw_elements_instanced`` draws multiple instances of the same primitive
-using an optional index buffer.
-
-For instanceID in the range between ``startInstance``
-and ``startInstance``+``instanceCount``-1, inclusive, draw a primitive
-specified by ``mode`` and sequential numbers in the range between ``start``
-and ``start``+``count``-1, inclusive.
-
-If ``indexBuffer`` is not NULL, it specifies an index buffer with index
-byte size of ``indexSize``. The sequential numbers are used to lookup
-the index buffer and the resulting indices in turn are used to fetch
-vertex attributes.
-
-If ``indexBuffer`` is NULL, the sequential numbers are used directly
-as indices to fetch vertex attributes.
-
-``indexBias`` is a value which is added to every index read from the index
-buffer before fetching vertex attributes.
-
-``minIndex`` and ``maxIndex`` describe minimum and maximum index contained in
-the index buffer.
+If there is an index buffer bound, and ``indexed`` field is true, all vertex
+indices will be looked up in the index buffer. ``min_index``, ``max_index``,
+and ``index_bias`` apply after index lookup.
If a given vertex element has ``instance_divisor`` set to 0, it is said
it contains per-vertex data and effective vertex attribute address needs
diff --git a/src/gallium/docs/source/cso/rasterizer.rst b/src/gallium/docs/source/cso/rasterizer.rst
index ad1612f93e3..ee3419ccfca 100644
--- a/src/gallium/docs/source/cso/rasterizer.rst
+++ b/src/gallium/docs/source/cso/rasterizer.rst
@@ -126,11 +126,15 @@ sprite_coord_enable
Specifies if a texture unit has its texture coordinates replaced or not. This
is a packed bitfield containing the enable for all texcoords -- if all bits
-are zero, point sprites are effectively disabled. If any bit is set, then
-point_smooth and point_quad_rasterization are ignored; point smoothing is
-disabled and points are always rasterized as quads. If enabled, the four
-vertices of the resulting quad will be assigned texture coordinates,
-according to sprite_coord_mode.
+are zero, point sprites are effectively disabled.
+
+If any bit is set, then point_smooth MUST be disabled (there are no
+round sprites) and point_quad_rasterization MUST be true (sprites are
+always rasterized as quads). Any mismatch between these states should
+be considered a bug in the state-tracker.
+
+If enabled, the four vertices of the resulting quad will be assigned
+texture coordinates, according to sprite_coord_mode.
sprite_coord_mode
^^^^^^^^^^^^^^^^^
@@ -141,20 +145,23 @@ have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
vertex will have coordinates (0,0,0,1).
This state is used by :ref:`Draw` to generate texcoords.
-.. note::
-
- When geometry shaders are available, a special geometry shader could be
- used instead of this functionality, to convert incoming points into quads
- with the proper texture coordinates.
-
point_quad_rasterization
^^^^^^^^^^^^^^^^^^^^^^^^
-Determines if points should be rasterized as quads or points. Certain APIs,
-like Direct3D, always use quad rasterization for points, regardless of
-whether point sprites are enabled or not. If this state is enabled, point
-smoothing and antialiasing are disabled. If it is disabled, point sprite
-coordinates are not generated.
+Determines if points should be rasterized according to quad or point
+rasterization rules.
+
+OpenGL actually has quite different rasterization rules for points and
+point sprites - hence this indicates if points should be rasterized as
+points or according to point sprite (which decomposes them into quads,
+basically) rules.
+
+Additionally Direct3D will always use quad rasterization rules for
+points, regardless of whether point sprites are enabled or not.
+
+If this state is enabled, point smoothing and antialiasing are
+disabled. If it is disabled, point sprite coordinates are not
+generated.
.. note::
diff --git a/src/gallium/docs/source/distro.rst b/src/gallium/docs/source/distro.rst
index 6ba5a056f45..e379ad32719 100644
--- a/src/gallium/docs/source/distro.rst
+++ b/src/gallium/docs/source/distro.rst
@@ -51,10 +51,10 @@ nVidia nv50
Driver for the nVidia nv50 family of GPUs.
-VMWare SVGA
+VMware SVGA
^^^^^^^^^^^
-Driver for VMWare virtualized guest operating system graphics processing.
+Driver for VMware virtualized guest operating system graphics processing.
ATI r300
^^^^^^^^