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-rw-r--r--src/gallium/docs/d3d11ddi.txt5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt
index f8155c828b..11e7719089 100644
--- a/src/gallium/docs/d3d11ddi.txt
+++ b/src/gallium/docs/d3d11ddi.txt
@@ -162,8 +162,8 @@ CreateDepthStencilState -> create_depth_stencil_alpha_state
+ Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front
+ Gallium supports the alpha test, which D3D11 lacks
-CreateDepthStencilView -> get_tex_surface
-CreateRenderTargetView -> get_tex_surface
+CreateDepthStencilView -> create_surface
+CreateRenderTargetView -> create_surface
! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction
- lack of texture array support
- lack of render-to-buffer support
@@ -221,7 +221,6 @@ CreateResource -> texture_create or buffer_create
! 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
- - Gallium lacks array textures
! D3D11 supports specifying hardware modes and other stuff here for scanout resources
+ Gallium allows specifying minimum buffer alignment
! D3D11 implements cube maps as 2D array textures