diff options
author | Zack Rusin <zack@kde.org> | 2010-06-01 12:47:23 -0400 |
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committer | Zack Rusin <zackr@vmware.com> | 2010-06-08 06:28:11 -0400 |
commit | 2c22b8e61dc4adab658c6198feea30c006aa6c58 (patch) | |
tree | 7d418ff65d704472a58722b14ae0987b621b6efa /src/gallium/docs | |
parent | ba5975dd3274a3cc760e79dabaf9c11b96673f4a (diff) |
gallium: make draw auto work and add relevant caps and docs
Diffstat (limited to 'src/gallium/docs')
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 9 | ||||
-rw-r--r-- | src/gallium/docs/source/context.rst | 17 |
2 files changed, 20 insertions, 6 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt index e3368fdbd6..0954c2926d 100644 --- a/src/gallium/docs/d3d11ddi.txt +++ b/src/gallium/docs/d3d11ddi.txt @@ -177,7 +177,7 @@ CreateElementLayout -> create_vertex_elements_state ! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0 CreateGeometryShader -> create_gs_state -CreateGeometryShaderWithStreamOutput -> 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) @@ -220,7 +220,6 @@ CreateResource -> texture_create or buffer_create # 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 lacks support for stream output buffer usage - 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) @@ -275,8 +274,7 @@ DispatchIndirect (D3D11 only) Draw -> draw_arrays ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better -DrawAuto - - Gallium lacks stream out and DrawAuto +DrawAuto -> draw_auto DrawIndexed -> draw_elements ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better @@ -468,8 +466,7 @@ SetViewports ShaderResourceViewReadAfterWriteHazard -> flush(PIPE_FLUSH_RENDER_CACHE) - Gallium does not support specifying this per-render-target/view -SoSetTargets - - Gallium does not support stream out +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 diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst index 27d352b7a3..0242dedbf3 100644 --- a/src/gallium/docs/source/context.rst +++ b/src/gallium/docs/source/context.rst @@ -295,6 +295,23 @@ for a driver to batch multiple blits with the same source and destination. +Stream Output +^^^^^^^^^^^^^ + +Stream output, also known as transform feedback allows writing the results of the +vertex pipeline (after the geometry shader or vertex shader if no geometry shader +is present) to be written to a buffer created with a ``PIPE_BIND_STREAM_OUTPUT`` +flag. + +First a stream output state needs to be created with the +``create_stream_output_state`` call. It specific the details of what's being written, +to which buffer and with what kind of a writemask. + +Then target buffers needs to be set with the call to ``set_stream_output_buffers`` +which sets the buffers and the offsets from the start of those buffer to where +the data will be written to. + + Transfers ^^^^^^^^^ |