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path: root/src/gallium/docs/d3d11ddi.txt
AgeCommit message (Collapse)Author
2010-06-08gallium: make draw auto work and add relevant caps and docsZack Rusin
2010-05-28gallium: clear interface changesRoland Scheidegger
clears were a bit limited in gallium: - no scissoring (OGL only) nor explicit rectangle list (d3d9) - no color/stencil masks (OGL only) - no separate depth/stencil clears (d3d9/d3d10/OGL) - cannot really clear single color buffer (only with resource_fill_region) Additionally, d3d can clear surfaces not currently bound to the framebuffer. It is, however, not easy to find some common ground what a clear should be able to do, due to both API requirements and also hw differences (a case which might be able to use a special clear path on one hw might need a "normal" quad render on another). Hence several clear methods are provided, and a driver should implement all of them. - clear: slightly modified to also be able to clear only depth or stencil in a combined depth/stencil surface. This is however optional based on driver capability though ideally it wouldn't be optional. AFAIK this is in fact something used by applications quite a bit. Otherwise, for now still doesn't allow clearing with scissors/mask (or single color buffers) - clearRT: clears a single (potentially unbound) color surface. This was formerly roughly known as resource_fill_region. mesa st will not currently use this, though potentially would be useful for GL ClearBuffer. - clearDS: similar to above except for depth stencil surfaces. Note that clearDS/clearRT currently handle can handle partial clear. This might change however.
2010-05-18docs: update differences to d3d11Roland Scheidegger
2010-03-29gallium/docs: minor fixesRoland Scheidegger
2010-03-28gallium/docs: fix formatting mistakes in d3d11ddi.txtLuca Barbieri
2010-03-28gallium/docs: add comparison between Gallium and Direct3D 11 DDI interfacesLuca Barbieri
Feel free to check it and improve it if necessary.