mesa/src/gallium/docs/source/screen.rst

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Screen
======
A screen is an object representing the context-independent part of a device.
Useful Flags
------------
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.. _pipe_cap:
PIPE_CAP
^^^^^^^^
Pipe capabilities help expose hardware functionality not explicitly required
by Gallium. For floating-point values, use :ref:`get_paramf`, and for boolean
or integer values, use :ref:`get_param`.
The integer capabilities:
* ``MAX_TEXTURE_IMAGE_UNITS``: The maximum number of samplers available.
* ``NPOT_TEXTURES``: Whether :term:`NPOT` textures may have repeat modes,
normalized coordinates, and mipmaps.
* ``TWO_SIDED_STENCIL``: Whether the stencil test can also affect back-facing
polygons.
* ``GLSL``: Deprecated.
* ``DUAL_SOURCE_BLEND``: Whether dual-source blend factors are supported. See
:ref:`Blend` for more information.
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* ``ANISOTROPIC_FILTER``: Whether textures can be filtered anisotropically.
* ``POINT_SPRITE``: Whether point sprites are available.
* ``MAX_RENDER_TARGETS``: The maximum number of render targets that may be
bound.
* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
* ``TEXTURE_SHADOW_MAP``: XXX
* ``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
for a 3D texture.
* ``MAX_TEXTURE_CUBE_LEVELS``: The maximum number of mipmap levels available
for a cubemap.
* ``TEXTURE_MIRROR_CLAMP``: Whether mirrored texture coordinates with clamp
are supported.
* ``TEXTURE_MIRROR_REPEAT``: Whether mirrored repeating texture coordinates
are supported.
* ``MAX_VERTEX_TEXTURE_UNITS``: The maximum number of samplers addressable
inside the vertex shader. If this is 0, then the vertex shader cannot
sample textures.
* ``TGSI_CONT_SUPPORTED``: Whether the TGSI CONT opcode is supported.
* ``BLEND_EQUATION_SEPARATE``: Whether alpha blend equations may be different
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_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
to any shader stage using ``set_constant_buffer``. If 0 or 1, the pipe will
only permit binding one constant buffer per shader, and the shaders will
not permit two-dimensional access to constants.
* ``MAX_CONST_BUFFER_SIZE``: Maximum byte size of a single constant buffer.
* ``PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT``: Whether the TGSI property
FS_COORD_ORIGIN with value UPPER_LEFT is supported
* ``PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT``: Whether the TGSI property
FS_COORD_ORIGIN with value LOWER_LEFT is supported
* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER``: Whether the TGSI
property FS_COORD_PIXEL_CENTER with value HALF_INTEGER is supported
* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER``: Whether the TGSI
property FS_COORD_PIXEL_CENTER with value INTEGER is supported
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The floating-point capabilities:
* ``MAX_LINE_WIDTH``: The maximum width of a regular line.
* ``MAX_LINE_WIDTH_AA``: The maximum width of a smoothed line.
* ``MAX_POINT_WIDTH``: The maximum width and height of a point.
* ``MAX_POINT_WIDTH_AA``: The maximum width and height of a smoothed point.
* ``GUARD_BAND_LEFT``, ``GUARD_BAND_TOP``, ``GUARD_BAND_RIGHT``,
``GUARD_BAND_BOTTOM``: XXX
XXX Is there a better home for this? vvv
If 0 is returned, the driver is not aware of multiple constant buffers,
supports binding of only one constant buffer, and does not support
two-dimensional CONST register file access in TGSI shaders.
If a value greater than 0 is returned, the driver can have multiple
constant buffers bound to shader stages. The CONST register file can
be accessed with two-dimensional indices, like in the example below.
DCL CONST[0][0..7] # declare first 8 vectors of constbuf 0
DCL CONST[3][0] # declare first vector of constbuf 3
MOV OUT[0], CONST[0][3] # copy vector 3 of constbuf 0
For backwards compatibility, one-dimensional access to CONST register
file is still supported. In that case, the constbuf index is assumed
to be 0.
.. _pipe_buffer_usage:
PIPE_BUFFER_USAGE
^^^^^^^^^^^^^^^^^
These flags control buffer creation. Buffers may only have one role, so
care should be taken to not allocate a buffer with the wrong usage.
* ``PIXEL``: This is the flag to use for all textures.
* ``VERTEX``: A vertex buffer.
* ``INDEX``: An element buffer.
* ``CONSTANT``: A buffer of shader constants.
Buffers are inevitably abstracting the pipe's underlying memory management,
so many of their usage flags can be used to direct the way the buffer is
handled.
* ``CPU_READ``, ``CPU_WRITE``: Whether the user will map and, in the case of
the latter, write to, the buffer. The convenience flag ``CPU_READ_WRITE`` is
available to signify a read/write buffer.
* ``GPU_READ``, ``GPU_WRITE``: Whether the driver will internally need to
read from or write to the buffer. The latter will only happen if the buffer
is made into a render target.
* ``DISCARD``: When set on a map, the contents of the map will be discarded
beforehand. Cannot be used with ``CPU_READ``.
* ``DONTBLOCK``: When set on a map, the map will fail if the buffer cannot be
mapped immediately.
* ``UNSYNCHRONIZED``: When set on a map, any outstanding operations on the
buffer will be ignored. The interaction of any writes to the map and any
operations pending with the buffer are undefined. Cannot be used with
``CPU_READ``.
* ``FLUSH_EXPLICIT``: When set on a map, written ranges of the map require
explicit flushes using :ref:`buffer_flush_mapped_range`. Requires
``CPU_WRITE``.
.. _pipe_texture_usage:
PIPE_TEXTURE_USAGE
^^^^^^^^^^^^^^^^^^
These flags determine the possible roles a texture may be used for during its
lifetime. Texture usage flags are cumulative and may be combined to create a
texture that can be used as multiple things.
* ``RENDER_TARGET``: A colorbuffer or pixelbuffer.
* ``DISPLAY_TARGET``: A sharable buffer that can be given to another process.
* ``PRIMARY``: A frontbuffer or scanout buffer.
* ``DEPTH_STENCIL``: A depthbuffer, stencilbuffer, or Z buffer. Gallium does
not explicitly provide for stencil-only buffers, so any stencilbuffer
validated here is implicitly also a depthbuffer.
* ``SAMPLER``: A texture that may be sampled from in a fragment or vertex
shader.
* ``DYNAMIC``: A texture that will be mapped frequently.
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Methods
-------
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XXX moar; got bored
get_name
^^^^^^^^
Returns an identifying name for the screen.
get_vendor
^^^^^^^^^^
Returns the screen vendor.
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.. _get_param:
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get_param
^^^^^^^^^
Get an integer/boolean screen parameter.
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**param** is one of the :ref:`PIPE_CAP` names.
.. _get_paramf:
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get_paramf
^^^^^^^^^^
Get a floating-point screen parameter.
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**param** is one of the :ref:`PIPE_CAP` names.
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is_format_supported
^^^^^^^^^^^^^^^^^^^
See if a format can be used in a specific manner.
**usage** is a bitmask of :ref:`PIPE_TEXTURE_USAGE` flags.
Returns TRUE if all usages can be satisfied.
.. note::
``PIPE_TEXTURE_USAGE_DYNAMIC`` is not a valid usage.
.. _texture_create:
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texture_create
^^^^^^^^^^^^^^
Given a template of texture setup, create a buffer and texture.
texture_blanket
^^^^^^^^^^^^^^^
Like :ref:`texture_create`, but use a supplied buffer instead of creating a
new one.
texture_destroy
^^^^^^^^^^^^^^^
Destroy a texture. The buffer backing the texture is destroyed if it has no
more references.
buffer_map
^^^^^^^^^^
Map a buffer into memory.
**usage** is a bitmask of :ref:`PIPE_TEXTURE_USAGE` flags.
Returns a pointer to the map, or NULL if the mapping failed.
buffer_map_range
^^^^^^^^^^^^^^^^
Map a range of a buffer into memory.
The returned map is always relative to the beginning of the buffer, not the
beginning of the mapped range.
.. _buffer_flush_mapped_range:
buffer_flush_mapped_range
^^^^^^^^^^^^^^^^^^^^^^^^^
Flush a range of mapped memory into a buffer.
The buffer must have been mapped with ``PIPE_BUFFER_USAGE_FLUSH_EXPLICIT``.
**usage** is a bitmask of :ref:`PIPE_TEXTURE_USAGE` flags.
buffer_unmap
^^^^^^^^^^^^
Unmap a buffer from memory.
Any pointers into the map should be considered invalid and discarded.