From 2c22b8e61dc4adab658c6198feea30c006aa6c58 Mon Sep 17 00:00:00 2001 From: Zack Rusin Date: Tue, 1 Jun 2010 12:47:23 -0400 Subject: gallium: make draw auto work and add relevant caps and docs --- src/gallium/docs/d3d11ddi.txt | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'src/gallium/docs/d3d11ddi.txt') 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 -- cgit v1.2.3