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-rw-r--r--src/gallium/docs/source/resources.rst160
1 files changed, 157 insertions, 3 deletions
diff --git a/src/gallium/docs/source/resources.rst b/src/gallium/docs/source/resources.rst
index a380e5080c8..c8a5766821b 100644
--- a/src/gallium/docs/source/resources.rst
+++ b/src/gallium/docs/source/resources.rst
@@ -1,11 +1,26 @@
-Resources
-=========
+Resources and derived objects
+=============================
Resources represent objects that hold data: textures and buffers.
They are mostly modelled after the resources in Direct3D 10/11, but with a
different transfer/update mechanism, and more features for OpenGL support.
+Resources can be used in several ways, and it is required to specify all planned uses through an appropriate set of bind flags.
+
+TODO: write much more on resources
+
+Transfers
+---------
+
+Transfers are the mechanism used to access resources with the CPU.
+
+OpenGL: OpenGL supports mapping buffers and has inline transfer functions for both buffers and textures
+
+D3D11: D3D11 lacks transfers, but has special resource types that are mappable to the CPU address space
+
+TODO: write much more on transfers
+
Resource targets
----------------
@@ -21,21 +36,160 @@ that depend on the hardware generation.
TODO: can buffers have a non-R8 format?
+PIPE_BUFFER
+^^^^^^^^^^^
+
+Buffer resource: can be used as a vertex, index, constant buffer (appropriate bind flags must be requested).
+
+They can be bound to stream output if supported.
+TODO: what about the restrictions lifted by the several later GL transform feedback extensions? How does one advertise that in Gallium?
+
+They can be also be bound to a shader stage as usual.
+TODO: are all drivers supposed to support this? how does this work exactly? are there size limits?
+
+They can be also be bound to the framebuffer as usual.
+TODO: are all drivers supposed to support this? how does this work exactly? are there size limits?
+TODO: is there any chance of supporting GL pixel buffer object acceleration with this?
+
+- depth0 must be 1
+- last_level must be 0
+- TODO: what about normalization?
+- TODO: wrap modes/other sampling state?
+- TODO: are arbitrary formats supported? in which cases?
+
+OpenGL: vertex buffers in GL 1.5 or GL_ARB_vertex_buffer_object
+
+- Binding to stream out requires GL 3.0 or GL_NV_transform_feedback
+- Binding as constant buffers requires GL 3.1 or GL_ARB_uniform_buffer_object
+- Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object
+- TODO: can they be bound to an FBO?
+
+D3D11: buffer resources
+- Binding to a render target requires D3D_FEATURE_LEVEL_10_0
+
+PIPE_TEXTURE_1D
+^^^^^^^^^^^^^^^
+1D surface accessed with normalized coordinates.
+
+UNIMPLEMENTED: 1D texture arrays not supported
+
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width must be a power of two
+- height0 must be 1
+- depth0 must be 1
+- Mipmaps can be used
+- Must use normalized coordinates
+
+OpenGL: GL_TEXTURE_1D in GL 1.0
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+
+D3D11: 1D textures in D3D_FEATURE_LEVEL_10_0
+
PIPE_TEXTURE_RECT
^^^^^^^^^^^^^^^^^
2D surface with OpenGL GL_TEXTURE_RECTANGLE semantics.
-depth must be 1
+- depth0 must be 1
- last_level must be 0
- Must use unnormalized coordinates
- Must use a clamp wrap mode
+OpenGL: GL_TEXTURE_RECTANGLE in GL 3.1 or GL_ARB_texture_rectangle or GL_NV_texture_rectangle
+
+OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
+
+D3D11: not supported (only PIPE_TEXTURE_2D with normalized coordinates is supported)
+
PIPE_TEXTURE_2D
^^^^^^^^^^^^^^^
2D surface accessed with normalized coordinates.
+UNIMPLEMENTED: 2D texture arrays not supported
+
- If PIPE_CAP_NPOT_TEXTURES is not supported,
width and height must be powers of two
+- depth0 must be 1
- Mipmaps can be used
- Must use normalized coordinates
- No special restrictions on wrap modes
+
+OpenGL: GL_TEXTURE_2D in GL 1.0
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+
+OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
+
+D3D11: 2D textures
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_9_3
+
+PIPE_TEXTURE_3D
+^^^^^^^^^^^^^^^
+
+3-dimensional array of texels.
+Mipmap dimensions are reduced in all 3 coordinates.
+
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width, height and depth must be powers of two
+- Must use normalized coordinates
+
+OpenGL: GL_TEXTURE_3D in GL 1.2 or GL_EXT_texture3D
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+
+D3D11: 3D textures
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
+
+PIPE_TEXTURE_CUBE
+^^^^^^^^^^^^^^^^^
+
+Cube maps consist of 6 2D faces.
+The 6 surfaces form an imaginary cube, and sampling happens by mapping an
+input 3-vector to the point of the cube surface in that direction.
+
+Sampling may be optionally seamless, resulting in filtering taking samples
+from multiple surfaces near to the edge.
+UNIMPLEMENTED: seamless cube map sampling not supported
+
+UNIMPLEMENTED: cube map arrays not supported
+
+- Width and height must be equal
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width and height must be powers of two
+- Must use normalized coordinates
+
+OpenGL: GL_TEXTURE_CUBE_MAP in GL 1.3 or EXT_texture_cube_map
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+- Seamless cube maps require GL 3.2 or GL_ARB_seamless_cube_map or GL_AMD_seamless_cubemap_per_texture
+- Cube map arrays require GL 4.0 or GL_ARB_texture_cube_map_array
+
+D3D11: 2D array textures with the D3D11_RESOURCE_MISC_TEXTURECUBE flag
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
+- Cube map arrays require D3D_FEATURE_LEVEL_10_1
+- TODO: are (non)seamless cube maps supported in D3D11? how?
+
+Surfaces
+--------
+
+Surfaces are views of a resource that can be bound as a framebuffer to serve as the render target or depth buffer.
+
+TODO: write much more on surfaces
+
+OpenGL: FBOs are collections of surfaces in GL 3.0 or GL_ARB_framebuffer_object
+
+D3D11: render target views and depth/stencil views
+
+Sampler views
+-------------
+
+Sampler views are views of a resource that can be bound to a pipeline stage to be sampled from shaders.
+
+TODO: write much more on sampler views
+
+OpenGL: texture objects are actually sampler view and resource in a single unit
+
+D3D11: shader resource views