gallium/docs: update d3d11ddi.txt

This commit is contained in:
Marek Olšák 2011-09-27 21:30:13 +02:00
parent 163761f128
commit f9ed713158
1 changed files with 11 additions and 22 deletions

View File

@ -36,7 +36,7 @@ d3dumddi.h contains the DirectX 9 DDI interface
BC1: DXT1
BC2: DXT3
BC3: DXT5
BC5: RGTC
BC5: RGTC1
BC6H: BPTC float
BC7: BPTC
CS = compute shader: OpenCL-like shader
@ -122,8 +122,8 @@ CommandListExecute (D3D11 only)
CopyStructureCount (D3D11 only)
- Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
ClearDepthStencilView -> clear
ClearRenderTargetView -> clear
ClearDepthStencilView -> clear_depth_stencil
ClearRenderTargetView -> clear_render_target
# D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view"
+ Gallium allows to clear both depth/stencil and render target(s) in a single operation
+ Gallium supports double-precision depth values (but not rgba values!)
@ -164,8 +164,7 @@ CreateDepthStencilState -> create_depth_stencil_alpha_state
CreateDepthStencilView -> create_surface
CreateRenderTargetView -> create_surface
! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction
- lack of texture array support
! Gallium merges depthstencil and rendertarget views into pipe_surface
- lack of render-to-buffer support
+ Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory)
@ -184,15 +183,10 @@ CreateVertexShader -> create_vs_state
CheckCounter
CheckCounterInfo
CreateQuery -> create_query
- Gallium only supports occlusion, primitives generated and primitives emitted queries
! D3D11 implements fences with "event" queries
* TIMESTAMP could be implemented as an additional fields for other queries: some cards have hardware support for exactly this
* OCCLUSIONPREDICATE is required for the OpenGL v2 occlusion query functionality
* others are performance counters, we may want them but they are not critical
CreateRasterizerState
- Gallium lacks clamping of polygon offset depth biases
- Gallium lacks support to disable depth clipping
+ Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT
+ Gallium, like OpenGL, supports per-face polygon fill modes
+ Gallium, like OpenGL, supports culling everything
@ -222,7 +216,6 @@ CreateResource -> texture_create or buffer_create
- 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)
- Gallium does not support indirect draw call parameter buffers
! D3D11 supports specifying hardware modes and other stuff here for scanout resources
+ Gallium allows specifying minimum buffer alignment
! D3D11 implements cube maps as 2D array textures
CreateSampler
@ -232,8 +225,6 @@ CreateSampler
+ Gallium supports setting min/max/mip filters and anisotropy independently
CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view
- Gallium lacks sampler views over buffers
- Gallium lacks texture arrays, and cube map views over texture arrays
+ Gallium supports specifying a swizzle
! D3D11 implements "cube views" as views into a 2D array texture
@ -298,7 +289,7 @@ DsSetShaderWithIfaces (D3D11 only)
- Gallium does not support domain shaders
Flush -> flush
! Gallium supports fencing and several kinds of flushing here, D3D11 just has a dumb glFlush-like function
! Gallium supports fencing, D3D11 just has a dumb glFlush-like function
GenMips
- Gallium lacks a mipmap generation interface, and does this manually with the 3D engine
@ -385,14 +376,13 @@ ResourceCopyRegion
ResourceConvert (D3D10.1+ only)
ResourceConvertRegion (D3D10.1+ only)
-> resource_copy_region
- Gallium does not support hardware buffer copies
- Gallium does not support copying 3D texture subregions in a single call
ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced
- Gallium does not support checking reference for a whole texture, but only a specific surface
ResourceIsStagingBusy ->
- Gallium lacks this
+ Gallium can use fences
ResourceReadAfterWriteHazard
! Gallium specifies hides this, except for the render and texture caches
- Gallium lacks this
ResourceResolveSubresource -> resource_resolve
@ -407,7 +397,6 @@ DynamicResourceMapDiscard
DynamicResourceUnmap
StagingResourceMap
StagingResourceUnmap
-> buffer_map / buffer_unmap
-> transfer functions
! Gallium and D3D have different semantics for transfers
* D3D separates vertex/index buffers from constant buffers
@ -437,8 +426,7 @@ SetRenderTargets (extended in D3D11) -> set_framebuffer_state
- Gallium does not support unordered access views
- Gallium does not support geometry shader selection of texture array image / 3D texture zslice
SetResourceMinLOD (D3D11 only)
- Gallium does not support min lod directly on textures
SetResourceMinLOD (D3D11 only) -> pipe_sampler_view::tex::first_level
SetScissorRects
- Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has
@ -455,6 +443,7 @@ SetViewports
ShaderResourceViewReadAfterWriteHazard
- Gallium lacks support for this
+ Gallium has texture_barrier
SoSetTargets -> set_stream_output_buffers