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-rw-r--r--src/gallium/docs/source/context.rst4
-rw-r--r--src/gallium/docs/source/distro.rst54
-rw-r--r--src/gallium/docs/source/glossary.rst4
-rw-r--r--src/gallium/docs/source/screen.rst12
-rw-r--r--src/gallium/docs/source/tgsi.rst136
5 files changed, 150 insertions, 60 deletions
diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst
index 0242dedbf3..4e35a4c408 100644
--- a/src/gallium/docs/source/context.rst
+++ b/src/gallium/docs/source/context.rst
@@ -1,3 +1,5 @@
+.. _context:
+
Context
=======
@@ -120,7 +122,7 @@ will be cleared.
color value. While it is only possible to clear one surface at a time (which can
include several layers), this surface need not be bound to the framebuffer.
-``clear_depth_stencil``clears a single depth, stencil or depth/stencil surface
+``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
with the specified depth and stencil values (for combined depth/stencil buffers,
is is also possible to only clear one or the other part). While it is only
possible to clear one surface at a time (which can include several layers),
diff --git a/src/gallium/docs/source/distro.rst b/src/gallium/docs/source/distro.rst
index 100afe3397..6ba5a056f4 100644
--- a/src/gallium/docs/source/distro.rst
+++ b/src/gallium/docs/source/distro.rst
@@ -10,69 +10,100 @@ Drivers
Cell
^^^^
+Simple driver for the IBM Cell architecture. Runs faster than :ref:`softpipe`
+on Cell-based machines.
+
Failover
^^^^^^^^
-Deprecated.
+Broken and deprecated.
Intel i915
^^^^^^^^^^
+Driver for Intel i915 and i945 chipsets.
+
Intel i965
^^^^^^^^^^
-Highly experimental.
+Highly experimental driver for Intel i965 chipsets.
Identity
^^^^^^^^
-Wrapper driver.
+Wrapper driver. The identity driver is a simple skeleton that passes through
+all of its :ref:`Context` and :ref:`Screen` methods to an underlying Context
+and Screen, and as such, it is an excellent starting point for new drivers.
LLVM Softpipe
^^^^^^^^^^^^^
-nVidia nv30
-^^^^^^^^^^^
+A version of :ref:`softpipe` that uses the Low-Level Virtual Machine to
+dynamically generate optimized rasterizing pipelines.
-nVidia nv40
+nVidia nvfx
^^^^^^^^^^^
+Driver for the nVidia nv30 and nv40 families of GPUs.
+
nVidia nv50
^^^^^^^^^^^
+Driver for the nVidia nv50 family of GPUs.
+
VMWare SVGA
^^^^^^^^^^^
+Driver for VMWare virtualized guest operating system graphics processing.
+
ATI r300
^^^^^^^^
-Testing-quality.
+Driver for the ATI/AMD r300, r400, and r500 families of GPUs.
+
+.. _softpipe:
Softpipe
^^^^^^^^
-Reference software rasterizer.
+Reference software rasterizer. Slow but accurate.
Trace
^^^^^
-Wrapper driver.
+Wrapper driver. Trace dumps an XML record of the calls made to the
+:ref:`Context` and :ref:`Screen` objects that it wraps.
State Trackers
--------------
+.. _dri:
+
Direct Rendering Infrastructure
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+Tracker that implements the client-side DRI protocol, for providing direct
+acceleration services to X11 servers with the DRI extension. Supports DRI1
+and DRI2. Only GL is supported.
+
+.. _egl:
+
EGL
^^^
+Tracker for the Khronos EGL standard, used to set up GL and GLES contexts
+without extra knowledge of the underlying windowing system.
+
GLX
^^^
MesaGL
^^^^^^
+Tracker implementing a GL state machine. Not usable as a standalone tracker;
+Mesa should be built with another state tracker, such as :ref:`DRI` or
+:ref:`EGL`.
+
Python
^^^^^^
@@ -82,9 +113,12 @@ OpenVG
WGL
^^^
-Xorg XFree86 DDX
+Xorg/XFree86 DDX
^^^^^^^^^^^^^^^^
+Tracker for XFree86 and Xorg X11 servers. Provides device-dependent
+modesetting and acceleration as a DDX driver.
+
Auxiliary
---------
diff --git a/src/gallium/docs/source/glossary.rst b/src/gallium/docs/source/glossary.rst
index 0696cb5d27..acde56eafc 100644
--- a/src/gallium/docs/source/glossary.rst
+++ b/src/gallium/docs/source/glossary.rst
@@ -21,3 +21,7 @@ Glossary
LOD
Level of Detail. Also spelled "LoD." The value that determines when the
switches between mipmaps occur during texture sampling.
+
+ GLSL
+ GL Shading Language. The official, common high-level shader language used
+ in GL 2.0 and above.
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst
index 48d9d570b6..e3ef49c862 100644
--- a/src/gallium/docs/source/screen.rst
+++ b/src/gallium/docs/source/screen.rst
@@ -36,7 +36,9 @@ The integer capabilities:
bound.
* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
* ``TIMER_QUERY``: Whether timer queries are available.
-* ``TEXTURE_SHADOW_MAP``: XXX
+* ``TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
+ can do the depth texture / Z comparison operation in TEX instructions
+ for shadow testing.
* ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available
for a 2D texture.
* ``MAX_TEXTURE_3D_LEVELS``: The maximum number of mipmap levels available
@@ -55,7 +57,13 @@ The integer capabilities:
from color blend equations, in :ref:`Blend` state.
* ``SM3``: Whether the vertex shader and fragment shader support equivalent
opcodes to the Shader Model 3 specification. XXX oh god this is horrible
-* ``MAX_PREDICATE_REGISTERS``: XXX
+* ``MAX_PREDICATE_REGISTERS``: indicates the number of predicate registers
+ available. Predicate register may be set as a side-effect of ALU
+ instructions to indicate less than, greater than or equal to zero.
+ Later instructions can use a predicate register to control writing to
+ each channel of destination registers. NOTE: predicate registers have
+ not been fully implemented in Gallium at this time. See the
+ GL_NV_fragment_program extension for more info (look for "condition codes").
* ``MAX_COMBINED_SAMPLERS``: The total number of samplers accessible from
the vertex and fragment shader, inclusive.
* ``MAX_CONST_BUFFERS``: Maximum number of constant buffers that can be bound
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 411dce856a..205e7b8539 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -26,9 +26,11 @@ each of the components of *dst*. When this happens, the result is said to be
Instruction Set
---------------
-From GL_NV_vertex_program
+Core ISA
^^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are guaranteed to be available regardless of the driver being
+used.
.. opcode:: ARL - Address Register Load
@@ -637,10 +639,6 @@ This instruction replicates its result.
Considered for removal.
-From GL_NV_vertex_program2
-^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-
.. opcode:: ARA - Address Register Add
TBD
@@ -827,11 +825,14 @@ This instruction replicates its result.
Considered for removal.
-From GL_NV_gpu_program4
+Compute ISA
^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are primarily provided for special-use computational shaders.
Support for these opcodes indicated by a special pipe capability bit (TBD).
+XXX so let's discuss it, yeah?
+
.. opcode:: CEIL - Ceiling
.. math::
@@ -989,10 +990,17 @@ Support for these opcodes indicated by a special pipe capability bit (TBD).
TBD
+.. note::
+
+ Support for CONT is determined by a special capability bit,
+ ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
-From GL_NV_geometry_program4
+
+Geometry ISA
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are only supported in geometry shaders; they have no meaning
+in any other type of shader.
.. opcode:: EMIT - Emit
@@ -1004,9 +1012,11 @@ From GL_NV_geometry_program4
TBD
-From GLSL
+GLSL ISA
^^^^^^^^^^
+These opcodes are part of :term:`GLSL`'s opcode set. Support for these
+opcodes is determined by a special capability bit, ``GLSL``.
.. opcode:: BGNLOOP - Begin a Loop
@@ -1045,6 +1055,7 @@ This instruction replicates its result.
ps_2_x
^^^^^^^^^^^^
+XXX wait what
.. opcode:: CALLNZ - Subroutine Call If Not Zero
@@ -1062,10 +1073,15 @@ ps_2_x
.. _doubleopcodes:
-Double Opcodes
+Double ISA
^^^^^^^^^^^^^^^
-.. opcode:: DADD - Add Double
+The double-precision opcodes reinterpret four-component vectors into
+two-component vectors with doubled precision in each component.
+
+Support for these opcodes is XXX undecided. :T
+
+.. opcode:: DADD - Add
.. math::
@@ -1074,7 +1090,7 @@ Double Opcodes
dst.zw = src0.zw + src1.zw
-.. opcode:: DDIV - Divide Double
+.. opcode:: DDIV - Divide
.. math::
@@ -1082,7 +1098,7 @@ Double Opcodes
dst.zw = src0.zw / src1.zw
-.. opcode:: DSEQ - Set Double on Equal
+.. opcode:: DSEQ - Set on Equal
.. math::
@@ -1090,7 +1106,7 @@ Double Opcodes
dst.zw = src0.zw == src1.zw ? 1.0F : 0.0F
-.. opcode:: DSLT - Set Double on Less than
+.. opcode:: DSLT - Set on Less than
.. math::
@@ -1098,7 +1114,7 @@ Double Opcodes
dst.zw = src0.zw < src1.zw ? 1.0F : 0.0F
-.. opcode:: DFRAC - Double Fraction
+.. opcode:: DFRAC - Fraction
.. math::
@@ -1107,23 +1123,33 @@ Double Opcodes
dst.zw = src.zw - \lfloor src.zw\rfloor
-.. opcode:: DFRACEXP - Convert Double Number to Fractional and Integral Components
+.. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
+
+Like the ``frexp()`` routine in many math libraries, this opcode stores the
+exponent of its source to ``dst0``, and the significand to ``dst1``, such that
+:math:`dst1 \times 2^{dst0} = src` .
.. math::
- dst0.xy = frexp(src.xy, dst1.xy)
+ dst0.xy = exp(src.xy)
+
+ dst1.xy = frac(src.xy)
- dst0.zw = frexp(src.zw, dst1.zw)
+ dst0.zw = exp(src.zw)
-.. opcode:: DLDEXP - Multiple Double Number by Integral Power of 2
+ dst1.zw = frac(src.zw)
+
+.. opcode:: DLDEXP - Multiply Number by Integral Power of 2
+
+This opcode is the inverse of :opcode:`DFRACEXP`.
.. math::
- dst.xy = ldexp(src0.xy, src1.xy)
+ dst.xy = src0.xy \times 2^{src1.xy}
- dst.zw = ldexp(src0.zw, src1.zw)
+ dst.zw = src0.zw \times 2^{src1.zw}
-.. opcode:: DMIN - Minimum Double
+.. opcode:: DMIN - Minimum
.. math::
@@ -1131,7 +1157,7 @@ Double Opcodes
dst.zw = min(src0.zw, src1.zw)
-.. opcode:: DMAX - Maximum Double
+.. opcode:: DMAX - Maximum
.. math::
@@ -1139,7 +1165,7 @@ Double Opcodes
dst.zw = max(src0.zw, src1.zw)
-.. opcode:: DMUL - Multiply Double
+.. opcode:: DMUL - Multiply
.. math::
@@ -1148,7 +1174,7 @@ Double Opcodes
dst.zw = src0.zw \times src1.zw
-.. opcode:: DMAD - Multiply And Add Doubles
+.. opcode:: DMAD - Multiply And Add
.. math::
@@ -1157,7 +1183,7 @@ Double Opcodes
dst.zw = src0.zw \times src1.zw + src2.zw
-.. opcode:: DRCP - Reciprocal Double
+.. opcode:: DRCP - Reciprocal
.. math::
@@ -1165,7 +1191,7 @@ Double Opcodes
dst.zw = \frac{1}{src.zw}
-.. opcode:: DSQRT - Square root double
+.. opcode:: DSQRT - Square Root
.. math::
@@ -1280,38 +1306,46 @@ Declaration Semantic
TGSI_SEMANTIC_POSITION
""""""""""""""""""""""
-Position, sometimes known as HPOS or WPOS for historical reasons, is the
-location of the vertex in space, in ``(x, y, z, w)`` format. ``x``, ``y``, and ``z``
-are the Cartesian coordinates, and ``w`` is the homogenous coordinate and used
-for the perspective divide, if enabled.
-
-As a vertex shader output, position should be scaled to the viewport. When
-used in fragment shaders, position will be in window coordinates. The convention
-used depends on the FS_COORD_ORIGIN and FS_COORD_PIXEL_CENTER properties.
+For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
+output register which contains the homogeneous vertex position in the clip
+space coordinate system. After clipping, the X, Y and Z components of the
+vertex will be divided by the W value to get normalized device coordinates.
-XXX additionally, is there a way to configure the perspective divide? it's
-accelerated on most chipsets AFAIK...
+For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
+fragment shader input contains the fragment's window position. The X
+component starts at zero and always increases from left to right.
+The Y component starts at zero and always increases but Y=0 may either
+indicate the top of the window or the bottom depending on the fragment
+coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
+The Z coordinate ranges from 0 to 1 to represent depth from the front
+to the back of the Z buffer. The W component contains the reciprocol
+of the interpolated vertex position W component.
-Position, if not specified, usually defaults to ``(0, 0, 0, 1)``, and can
-be partially specified as ``(x, y, 0, 1)`` or ``(x, y, z, 1)``.
-XXX usually? can we solidify that?
TGSI_SEMANTIC_COLOR
"""""""""""""""""""
-Colors are used to, well, color the primitives. Colors are always in
-``(r, g, b, a)`` format.
+For vertex shader outputs or fragment shader inputs/outputs, this
+label indicates that the resister contains an R,G,B,A color.
+
+Several shader inputs/outputs may contain colors so the semantic index
+is used to distinguish them. For example, color[0] may be the diffuse
+color while color[1] may be the specular color.
+
+This label is needed so that the flat/smooth shading can be applied
+to the right interpolants during rasterization.
+
-If alpha is not specified, it defaults to 1.
TGSI_SEMANTIC_BCOLOR
""""""""""""""""""""
Back-facing colors are only used for back-facing polygons, and are only valid
in vertex shader outputs. After rasterization, all polygons are front-facing
-and COLOR and BCOLOR end up occupying the same slots in the fragment, so
-all BCOLORs effectively become regular COLORs in the fragment shader.
+and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
+so all BCOLORs effectively become regular COLORs in the fragment shader.
+
TGSI_SEMANTIC_FOG
"""""""""""""""""
@@ -1363,7 +1397,15 @@ back-facing.
TGSI_SEMANTIC_EDGEFLAG
""""""""""""""""""""""
-XXX no clue
+For vertex shaders, this sematic label indicates that an input or
+output is a boolean edge flag. The register layout is [F, x, x, x]
+where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
+simply copies the edge flag input to the edgeflag output.
+
+Edge flags are used to control which lines or points are actually
+drawn when the polygon mode converts triangles/quads/polygons into
+points or lines.
+
Properties
@@ -1420,9 +1462,9 @@ well.
+--------------------+--------------+--------------------+--------------+
| Texture Components | Gallium | OpenGL | Direct3D 9 |
+====================+==============+====================+==============+
-| R | XXX TBD | (r, 0, 0, 1) | (r, 1, 1, 1) |
+| R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
+--------------------+--------------+--------------------+--------------+
-| RG | XXX TBD | (r, g, 0, 1) | (r, g, 1, 1) |
+| RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
+--------------------+--------------+--------------------+--------------+
| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
+--------------------+--------------+--------------------+--------------+