gallium/docs: update d3d11ddi.txt
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@ -36,7 +36,7 @@ d3dumddi.h contains the DirectX 9 DDI interface
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BC1: DXT1
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BC2: DXT3
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BC3: DXT5
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BC5: RGTC
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BC5: RGTC1
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BC6H: BPTC float
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BC7: BPTC
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CS = compute shader: OpenCL-like shader
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@ -122,8 +122,8 @@ CommandListExecute (D3D11 only)
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CopyStructureCount (D3D11 only)
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- Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
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ClearDepthStencilView -> clear
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ClearRenderTargetView -> clear
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ClearDepthStencilView -> clear_depth_stencil
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ClearRenderTargetView -> clear_render_target
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# D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view"
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+ Gallium allows to clear both depth/stencil and render target(s) in a single operation
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+ Gallium supports double-precision depth values (but not rgba values!)
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@ -164,8 +164,7 @@ CreateDepthStencilState -> create_depth_stencil_alpha_state
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CreateDepthStencilView -> create_surface
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CreateRenderTargetView -> create_surface
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! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction
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- lack of texture array support
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! Gallium merges depthstencil and rendertarget views into pipe_surface
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- lack of render-to-buffer support
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+ Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory)
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@ -184,15 +183,10 @@ CreateVertexShader -> create_vs_state
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CheckCounter
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CheckCounterInfo
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CreateQuery -> create_query
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- Gallium only supports occlusion, primitives generated and primitives emitted queries
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! D3D11 implements fences with "event" queries
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* TIMESTAMP could be implemented as an additional fields for other queries: some cards have hardware support for exactly this
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* OCCLUSIONPREDICATE is required for the OpenGL v2 occlusion query functionality
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* others are performance counters, we may want them but they are not critical
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CreateRasterizerState
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- Gallium lacks clamping of polygon offset depth biases
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- Gallium lacks support to disable depth clipping
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+ Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT
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+ Gallium, like OpenGL, supports per-face polygon fill modes
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+ Gallium, like OpenGL, supports culling everything
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@ -222,7 +216,6 @@ CreateResource -> texture_create or buffer_create
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- 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)
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- Gallium does not support indirect draw call parameter buffers
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! D3D11 supports specifying hardware modes and other stuff here for scanout resources
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+ Gallium allows specifying minimum buffer alignment
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! D3D11 implements cube maps as 2D array textures
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CreateSampler
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@ -232,8 +225,6 @@ CreateSampler
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+ Gallium supports setting min/max/mip filters and anisotropy independently
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CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view
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- Gallium lacks sampler views over buffers
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- Gallium lacks texture arrays, and cube map views over texture arrays
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+ Gallium supports specifying a swizzle
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! D3D11 implements "cube views" as views into a 2D array texture
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@ -298,7 +289,7 @@ DsSetShaderWithIfaces (D3D11 only)
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- Gallium does not support domain shaders
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Flush -> flush
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! Gallium supports fencing and several kinds of flushing here, D3D11 just has a dumb glFlush-like function
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! Gallium supports fencing, D3D11 just has a dumb glFlush-like function
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GenMips
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- Gallium lacks a mipmap generation interface, and does this manually with the 3D engine
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@ -385,14 +376,13 @@ ResourceCopyRegion
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ResourceConvert (D3D10.1+ only)
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ResourceConvertRegion (D3D10.1+ only)
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-> resource_copy_region
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- Gallium does not support hardware buffer copies
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- Gallium does not support copying 3D texture subregions in a single call
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ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced
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- Gallium does not support checking reference for a whole texture, but only a specific surface
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ResourceIsStagingBusy ->
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- Gallium lacks this
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+ Gallium can use fences
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ResourceReadAfterWriteHazard
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! Gallium specifies hides this, except for the render and texture caches
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- Gallium lacks this
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ResourceResolveSubresource -> resource_resolve
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@ -407,7 +397,6 @@ DynamicResourceMapDiscard
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DynamicResourceUnmap
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StagingResourceMap
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StagingResourceUnmap
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-> buffer_map / buffer_unmap
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-> transfer functions
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! Gallium and D3D have different semantics for transfers
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* D3D separates vertex/index buffers from constant buffers
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@ -437,8 +426,7 @@ SetRenderTargets (extended in D3D11) -> set_framebuffer_state
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- Gallium does not support unordered access views
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- Gallium does not support geometry shader selection of texture array image / 3D texture zslice
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SetResourceMinLOD (D3D11 only)
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- Gallium does not support min lod directly on textures
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SetResourceMinLOD (D3D11 only) -> pipe_sampler_view::tex::first_level
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SetScissorRects
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- Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has
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@ -455,6 +443,7 @@ SetViewports
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ShaderResourceViewReadAfterWriteHazard
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- Gallium lacks support for this
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+ Gallium has texture_barrier
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SoSetTargets -> set_stream_output_buffers
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