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Diffstat (limited to 'src/gallium/docs/source/context.rst')
-rw-r--r-- | src/gallium/docs/source/context.rst | 119 |
1 files changed, 111 insertions, 8 deletions
diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst index 21f5f9111a..a7669575b9 100644 --- a/src/gallium/docs/source/context.rst +++ b/src/gallium/docs/source/context.rst @@ -33,7 +33,11 @@ This state describes how resources in various flavours (textures, buffers, surfaces) are bound to the driver. -* ``set_constant_buffer`` +* ``set_constant_buffer`` sets a constant buffer to be used for a given shader + type. index is used to indicate which buffer to set (some apis may allow + multiple ones to be set, and binding a specific one later, though drivers + are mostly restricted to the first one right now). + * ``set_framebuffer_state`` * ``set_fragment_sampler_textures`` * ``set_vertex_sampler_textures`` @@ -47,11 +51,13 @@ These pieces of state are too small, variable, and/or trivial to have CSO objects. They all follow simple, one-method binding calls, e.g. ``set_edgeflags``. -* ``set_edgeflags`` * ``set_blend_color`` * ``set_clip_state`` * ``set_polygon_stipple`` -* ``set_scissor_state`` +* ``set_scissor_state`` sets the bounds for the scissor test, which culls + pixels before blending to render targets. If the :ref:`Rasterizer` does + not have the scissor test enabled, then the scissor bounds never need to + be set since they will not be used. * ``set_viewport_state`` * ``set_vertex_elements`` @@ -72,12 +78,67 @@ stencil-only clears of packed depth-stencil buffers. Drawing ^^^^^^^ -``draw_arrays`` +``draw_arrays`` draws a specified primitive. + +This command is equivalent to calling ``draw_arrays_instanced`` +with ``startInstance`` set to 0 and ``instanceCount`` set to 1. -``draw_elements`` +``draw_elements`` draws a specified primitive using an optional +index buffer. + +This command is equivalent to calling ``draw_elements_instanced`` +with ``startInstance`` set to 0 and ``instanceCount`` set to 1. ``draw_range_elements`` +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. + +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 +to be recalculated for every index. + + attribAddr = ``stride`` * index + ``src_offset`` + +If a given vertex element has ``instance_divisor`` set to non-zero, +it is said it contains per-instance data and effective vertex attribute +address needs to recalculated for every ``instance_divisor``-th instance. + + attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset`` + +In the above formulas, ``src_offset`` is taken from the given vertex element +and ``stride`` is taken from a vertex buffer associated with the given +vertex element. + +The calculated attribAddr is used as an offset into the vertex buffer to +fetch the attribute data. + +The value of ``instanceID`` can be read in a vertex shader through a system +value register declared with INSTANCEID semantic name. + Queries ^^^^^^^ @@ -87,9 +148,51 @@ draws. Queries may be nested, though no state tracker currently exercises this. Queries can be created with ``create_query`` and deleted with -``destroy_query``. To enable a query, use ``begin_query``, and when finished, -use ``end_query`` to stop the query. Finally, ``get_query_result`` is used -to retrieve the results. +``destroy_query``. To start a query, use ``begin_query``, and when finished, +use ``end_query`` to end the query. + +``get_query_result`` is used to retrieve the results of a query. If +the ``wait`` parameter is TRUE, then the ``get_query_result`` call +will block until the results of the query are ready (and TRUE will be +returned). Otherwise, if the ``wait`` parameter is FALSE, the call +will not block and the return value will be TRUE if the query has +completed or FALSE otherwise. + +A common type of query is the occlusion query which counts the number of +fragments/pixels which are written to the framebuffer (and not culled by +Z/stencil/alpha testing or shader KILL instructions). + + +Conditional Rendering +^^^^^^^^^^^^^^^^^^^^^ + +A drawing command can be skipped depending on the outcome of a query +(typically an occlusion query). The ``render_condition`` function specifies +the query which should be checked prior to rendering anything. + +If ``render_condition`` is called with ``query`` = NULL, conditional +rendering is disabled and drawing takes place normally. + +If ``render_condition`` is called with a non-null ``query`` subsequent +drawing commands will be predicated on the outcome of the query. If +the query result is zero subsequent drawing commands will be skipped. + +If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the +query to complete before deciding whether to render. + +If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet +completed, the drawing command will be executed normally. If the query +has completed, drawing will be predicated on the outcome of the query. + +If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or +PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above +for the non-REGION modes but in the case that an occulusion query returns +a non-zero result, regions which were occluded may be ommitted by subsequent +drawing commands. This can result in better performance with some GPUs. +Normally, if the occlusion query returned a non-zero result subsequent +drawing happens normally so fragments may be generated, shaded and +processed even where they're known to be obscured. + Flushing ^^^^^^^^ |