diff options
author | Marek Olšák <[email protected]> | 2015-06-26 13:19:45 +0200 |
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committer | Marek Olšák <[email protected]> | 2015-07-05 15:08:58 +0200 |
commit | d50598fbad16bfb2b46800b664d382f42af64db0 (patch) | |
tree | 6dfafa53aaf3ae5d387524ae1e22a6e1910e6772 /src/gallium | |
parent | d3f4f6b2e9380a91ab61b93c55ab36106345e7b2 (diff) |
gallium/docs: remove out-of-date document about D3D11 features
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 462 |
1 files changed, 0 insertions, 462 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt deleted file mode 100644 index a7036481411..00000000000 --- a/src/gallium/docs/d3d11ddi.txt +++ /dev/null @@ -1,462 +0,0 @@ -This document compares the D3D10/D3D11 device driver interface with Gallium. -It is written from the perspective of a developer implementing a D3D10/D3D11 driver as a Gallium state tracker. - -Note that naming and other cosmetic differences are not noted, since they don't really matter and would severely clutter the document. -Gallium/OpenGL terminology is used in preference to D3D terminology. - -NOTE: this document tries to be complete but most likely isn't fully complete and also not fully correct: please submit patches if you spot anything incorrect - -Also note that this is specifically for the DirectX 10/11 Windows Vista/7 DDI interfaces. -DirectX 9 has both user-mode (for Vista) and kernel mode (pre-Vista) interfaces, but they are significantly different from Gallium due to the presence of a lot of fixed function functionality. - -The user-visible DirectX 10/11 interfaces are distinct from the kernel DDI, but they match very closely. - -* Accessing Microsoft documentation - -See http://msdn.microsoft.com/en-us/library/dd445501.aspx ("D3D11DDI_DEVICEFUNCS") for D3D documentation. - -Also see http://download.microsoft.com/download/f/2/d/f2d5ee2c-b7ba-4cd0-9686-b6508b5479a1/direct3d10_web.pdf ("The Direct3D 10 System" by David Blythe) for an introduction to Direct3D 10 and the rationale for its design. - -The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation. - -To get the headers from Linux, run the following, in a dedicated directory: -wget http://download.microsoft.com/download/4/A/2/4A25C7D5-EFBE-4182-B6A9-AE6850409A78/GRMWDK_EN_7600_1.ISO -sudo mount -o loop GRMWDK_EN_7600_1.ISO /mnt/tmp -cabextract -x /mnt/tmp/wdk/headers_cab001.cab -rename 's/^_(.*)_[0-9]*$/$1/' * -sudo umount /mnt/tmp - -d3d10umddi.h contains the DDI interface analyzed in this document: note that it is much easier to read this online on MSDN. -d3d{10,11}TokenizedProgramFormat.hpp contains the shader bytecode definitions: this is not available on MSDN. -d3d9types.h contains DX9 shader bytecode, and DX9 types -d3dumddi.h contains the DirectX 9 DDI interface - -* Glossary - -BC1: DXT1 -BC2: DXT3 -BC3: DXT5 -BC5: RGTC1 -BC6H: BPTC float -BC7: BPTC -CS = compute shader: OpenCL-like shader -DS = domain shader: tessellation evaluation shader -HS = hull shader: tessellation control shader -IA = input assembler: primitive assembly -Input layout: vertex elements -OM = output merger: blender -PS = pixel shader: fragment shader -Primitive topology: primitive type -Resource: buffer or texture -Shader resource (view): sampler view -SO = stream out: transform feedback -Unordered access view: view supporting random read/write access (usually from compute shaders) - -* Legend - --: features D3D11 has and Gallium lacks -+: features Gallium has and D3D11 lacks -!: differences between D3D11 and Gallium -*: possible improvements to Gallium ->: references to comparisons of special enumerations -#: comment - -* Gallium functions with no direct D3D10/D3D11 equivalent - -clear - + Gallium supports clearing both render targets and depth/stencil with a single call - -fence_signalled -fence_finish - + D3D10/D3D11 don't appear to support explicit fencing; queries can often substitute though, and flushing is supported - -set_clip_state - + Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them - -set_polygon_stipple - + Gallium supports polygon stipple - -clearRT/clearDS - + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views - -* DirectX 10/11 DDI functions and Gallium equivalents - -AbandonCommandList (D3D11 only) - - Gallium does not support deferred contexts - -CalcPrivateBlendStateSize -CalcPrivateDepthStencilStateSize -CalcPrivateDepthStencilViewSize -CalcPrivateElementLayoutSize -CalcPrivateGeometryShaderWithStreamOutput -CalcPrivateOpenedResourceSize -CalcPrivateQuerySize -CalcPrivateRasterizerStateSize -CalcPrivateRenderTargetViewSize -CalcPrivateResourceSize -CalcPrivateSamplerSize -CalcPrivateShaderResourceViewSize -CalcPrivateShaderSize -CalcDeferredContextHandleSize (D3D11 only) -CalcPrivateCommandListSize (D3D11 only) -CalcPrivateDeferredContextSize (D3D11 only) -CalcPrivateTessellationShaderSize (D3D11 only) -CalcPrivateUnorderedAccessViewSize (D3D11 only) - ! D3D11 allocates private objects itself, using the size computed here - * Gallium could do something similar to be able to put the private data inline into state tracker objects: this would allow them to fit in the same cacheline and improve performance - -CheckDeferredContextHandleSizes (D3D11 only) - - Gallium does not support deferred contexts - -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 includes sample count directly, D3D11 uses additional query - -CheckMultisampleQualityLevels - ! is merged with is_format_supported - -CommandListExecute (D3D11 only) - - Gallium does not support command lists - -CopyStructureCount (D3D11 only) - - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders) - -ClearDepthStencilView -> clear_depth_stencil -ClearRenderTargetView -> clear_render_target - # D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view" - + Gallium allows to clear both depth/stencil and render target(s) in a single operation - + Gallium supports double-precision depth values (but not rgba values!) - * May want to also support double-precision rgba or use "float" for "depth" - -ClearUnorderedAccessViewFloat (D3D11 only) -ClearUnorderedAccessViewUint (D3D11 only) - - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders) - -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 supports logic ops - + Gallium supports dithering - + Gallium supports using the broadcast alpha component of the blend constant color - -CreateCommandList (D3D11 only) - - Gallium does not support command lists - -CreateComputeShader (D3D11 only) - - Gallium does not support compute shaders - -CreateDeferredContext (D3D11 only) - - Gallium does not support deferred contexts - -CreateDomainShader (D3D11 only) - - Gallium does not support domain shaders - -CreateHullShader (D3D11 only) - - Gallium does not support hull shaders - -CreateUnorderedAccessView (D3D11 only) - - Gallium does not support unordered access views - -CreateDepthStencilState -> create_depth_stencil_alpha_state - ! D3D11 has both a global stencil enable, and front/back enables; Gallium has only front/back enables - + Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front - + Gallium supports the alpha test, which D3D11 lacks - -CreateDepthStencilView -> create_surface -CreateRenderTargetView -> create_surface - ! Gallium merges depthstencil and rendertarget views into pipe_surface - - lack of render-to-buffer support - + Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory) - -CreateElementLayout -> create_vertex_elements_state - ! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially - ! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0 - -CreateGeometryShader -> 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) - ! D3D11 describes input/outputs separately from bytecode; Gallium has the tgsi_scan.c module to extract it from TGSI - @ TODO: look into DirectX 10/11 semantics specification and bytecode - -CheckCounter -CheckCounterInfo -CreateQuery -> create_query - ! D3D11 implements fences with "event" queries - * others are performance counters, we may want them but they are not critical - -CreateRasterizerState - + Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT - + Gallium, like OpenGL, supports per-face polygon fill modes - + Gallium, like OpenGL, supports culling everything - + Gallium, like OpenGL, supports two-side lighting; D3D11 only has the facing attribute - + Gallium, like OpenGL, supports per-fill-mode polygon offset enables - + Gallium, like OpenGL, supports polygon smoothing - + Gallium, like OpenGL, supports polygon stipple - + Gallium, like OpenGL, supports point smoothing - + Gallium, like OpenGL, supports point sprites - + Gallium supports specifying point quad rasterization - + Gallium, like OpenGL, supports per-point point size - + Gallium, like OpenGL, supports line smoothing - + Gallium, like OpenGL, supports line stipple - + Gallium supports line last pixel rule specification - + Gallium, like OpenGL, supports provoking vertex convention - + Gallium supports D3D9 rasterization rules - + Gallium supports fixed line width - + Gallium supports fixed point size - -CreateResource -> texture_create or buffer_create - ! D3D11 passes the dimensions of all mipmap levels to the create call, while Gallium has an implicit floor(x/2) rule - # 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 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 - ! D3D11 supports specifying hardware modes and other stuff here for scanout resources - ! D3D11 implements cube maps as 2D array textures - -CreateSampler - - D3D11 supports a monochrome convolution filter for "text filtering" - + Gallium supports non-normalized coordinates - + Gallium supports CLAMP, MIRROR_CLAMP and MIRROR_CLAMP_TO_BORDER - + Gallium supports setting min/max/mip filters and anisotropy independently - -CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view - + Gallium supports specifying a swizzle - ! D3D11 implements "cube views" as views into a 2D array texture - -CsSetConstantBuffers (D3D11 only) -CsSetSamplers (D3D11 only) -CsSetShader (D3D11 only) -CsSetShaderResources (D3D11 only) -CsSetShaderWithIfaces (D3D11 only) -CsSetUnorderedAccessViews (D3D11 only) - - Gallium does not support compute shaders - -DestroyBlendState -DestroyCommandList (D3D11 only) -DestroyDepthStencilState -DestroyDepthStencilView -DestroyDevice -DestroyElementLayout -DestroyQuery -DestroyRasterizerState -DestroyRenderTargetView -DestroyResource -DestroySampler -DestroyShader -DestroyShaderResourceView -DestroyUnorderedAccessView (D3D11 only) - # these are trivial - -Dispatch (D3D11 only) - - Gallium does not support compute shaders - -DispatchIndirect (D3D11 only) - - Gallium does not support compute shaders - -Draw -> draw_vbo - ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better - -DrawAuto -> draw_auto - -DrawIndexed -> draw_vbo - ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better - + D3D11 lacks explicit range, which is required for OpenGL - -DrawIndexedInstanced -> draw_vbo - ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better - -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_vbo - ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better - -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) -DsSetSamplers (D3D11 only) -DsSetShader (D3D11 only) -DsSetShaderResources (D3D11 only) -DsSetShaderWithIfaces (D3D11 only) - - Gallium does not support domain shaders - -Flush -> flush - ! Gallium supports fencing, D3D11 just has a dumb glFlush-like function - -GenMips - - Gallium lacks a mipmap generation interface, and does this manually with the 3D engine - * it may be useful to add a mipmap generation interface, since the hardware (especially older cards) may have a better way than using the 3D engine - -GsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_GEOMETRY, i, phBuffers[i]) - -GsSetSamplers - - Gallium does not support sampling in geometry shaders - -GsSetShader -> bind_gs_state - -GsSetShaderWithIfaces (D3D11 only) - - Gallium does not support shader interfaces - -GsSetShaderResources - - Gallium does not support sampling in geometry shaders - -HsSetConstantBuffers (D3D11 only) -HsSetSamplers (D3D11 only) -HsSetShader (D3D11 only) -HsSetShaderResources (D3D11 only) -HsSetShaderWithIfaces (D3D11 only) - - Gallium does not support hull shaders - -IaSetIndexBuffer -> set_index_buffer - + Gallium supports 8-bit indices - # 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 - -IaSetTopology - ! Gallium passes the topology = primitive type to the draw calls - * may want to add an interface for this - - Gallium lacks support for DirectX 11 tessellated primitives - + Gallium supports line loops, triangle fans, quads, quad strips and polygons - -IaSetVertexBuffers -> set_vertex_buffers - - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset - -OpenResource -> texture_from_handle - -PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i]) - * may want to split into fragment/vertex-specific versions - -PsSetSamplers -> bind_fragment_sampler_states - * may want to allow binding subsets instead of all at once - -PsSetShader -> bind_fs_state - -PsSetShaderWithIfaces (D3D11 only) - - Gallium does not support shader interfaces - -PsSetShaderResources -> set_sampler_views - * may want to allow binding subsets instead of all at once - -QueryBegin -> begin_query - -QueryEnd -> end_query - -QueryGetData -> get_query_result - - D3D11 supports reading an arbitrary data chunk for query results, Gallium only supports reading a 64-bit integer - + D3D11 doesn't seem to support actually waiting for the query result (?!) - - D3D11 supports optionally not flushing command buffers here and instead returning DXGI_DDI_ERR_WASSTILLDRAWING - -RecycleCommandList (D3D11 only) -RecycleCreateCommandList (D3D11 only) -RecycleDestroyCommandList (D3D11 only) - - Gallium does not support command lists - -RecycleCreateDeferredContext (D3D11 only) - - Gallium does not support deferred contexts - -RelocateDeviceFuncs - - Gallium does not support moving pipe_context, while D3D11 seems to, using this - -ResetPrimitiveID (D3D10.1+ only, #ifdef D3D10PSGP) - # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf) - # presumably this resets the primitive id system value - - Gallium does not support vertex pipeline bypass anymore - -ResourceCopy -ResourceCopyRegion -ResourceConvert (D3D10.1+ only) -ResourceConvertRegion (D3D10.1+ only) - -> resource_copy_region - -ResourceIsStagingBusy -> - - Gallium lacks this - + Gallium can use fences - -ResourceReadAfterWriteHazard - - Gallium lacks this - -ResourceResolveSubresource -> blit - -ResourceMap -ResourceUnmap -DynamicConstantBufferMapDiscard -DynamicConstantBufferUnmap -DynamicIABufferMapDiscard -DynamicIABufferMapNoOverwrite -DynamicIABufferUnmap -DynamicResourceMapDiscard -DynamicResourceUnmap -StagingResourceMap -StagingResourceUnmap - -> transfer functions - ! Gallium and D3D have different semantics for transfers - * D3D separates vertex/index buffers from constant buffers - ! D3D separates some buffer flags into specialized calls - -ResourceUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources -DefaultConstantBufferUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources - -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 - -SetPredication -> render_condition - # here both D3D11 and Gallium seem very limited (hardware is too, probably though) - # ideally, we should support nested conditional rendering, as well as more complex tests (checking for an arbitrary range, after an AND with arbitrary mask ) - # of couse, hardware support is probably as limited as OpenGL/D3D11 - + Gallium, like NV_conditional_render, supports by-region and wait flags - - D3D11 supports predication conditional on being equal any value (along with occlusion predicates); Gallium only supports on non-zero - -SetRasterizerState -> bind_rasterizer_state - -SetRenderTargets (extended in D3D11) -> set_framebuffer_state - ! Gallium passed a width/height here, D3D11 does not - ! Gallium lacks ClearTargets (but this is redundant and the driver can trivially compute this if desired) - - Gallium does not support unordered access views - - Gallium does not support geometry shader selection of texture array image / 3D texture zslice - -SetResourceMinLOD (D3D11 only) -> pipe_sampler_view::tex::first_level - -SetScissorRects - - Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has - -SetTextFilterSize - - Gallium lacks support for text filters - -SetVertexPipelineOutput (D3D10.1+ only) - # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf) - - Gallium does not support vertex pipeline bypass anymore - -SetViewports - - Gallium lacks support for multiple geometry-shader-selectable viewports D3D11 has - -ShaderResourceViewReadAfterWriteHazard - - Gallium lacks support for this - + Gallium has texture_barrier - -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 - -VsSetSamplers -> bind_vertex_sampler_states - * may want to allow binding subsets instead of all at once - -VsSetShader -> bind_vs_state - -VsSetShaderWithIfaces (D3D11 only) - - Gallium does not support shader interfaces - -VsSetShaderResources -> set_sampler_views - * may want to allow binding subsets instead of all at once |