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1Resources and derived objects
2=============================
3
4Resources represent objects that hold data: textures and buffers.
5
6They are mostly modelled after the resources in Direct3D 10/11, but with a
7different transfer/update mechanism, and more features for OpenGL support.
8
9Resources can be used in several ways, and it is required to specify all planned uses through an appropriate set of bind flags.
10
11TODO: write much more on resources
12
13Transfers
14---------
15
16Transfers are the mechanism used to access resources with the CPU.
17
18OpenGL: OpenGL supports mapping buffers and has inline transfer functions for both buffers and textures
19
20D3D11: D3D11 lacks transfers, but has special resource types that are mappable to the CPU address space
21
22TODO: write much more on transfers
23
24Resource targets
25----------------
26
27Resource targets determine the type of a resource.
28
29Note that drivers may not actually have the restrictions listed regarding
30coordinate normalization and wrap modes, and in fact efficient OpenCL
31support will probably require drivers that don't have any of them, which
32will probably be advertised with an appropriate cap.
33
34TODO: document all targets. Note that both 3D and cube have restrictions
35that depend on the hardware generation.
36
37TODO: can buffers have a non-R8 format?
38
39PIPE_BUFFER
40^^^^^^^^^^^
41
42Buffer resource: can be used as a vertex, index, constant buffer (appropriate bind flags must be requested).
43
44They can be bound to stream output if supported.
45TODO: what about the restrictions lifted by the several later GL transform feedback extensions? How does one advertise that in Gallium?
46
47They can be also be bound to a shader stage as usual.
48TODO: are all drivers supposed to support this? how does this work exactly? are there size limits?
49
50They can be also be bound to the framebuffer as usual.
51TODO: are all drivers supposed to support this? how does this work exactly? are there size limits?
52TODO: is there any chance of supporting GL pixel buffer object acceleration with this?
53
54- depth0 must be 1
55- last_level must be 0
56- TODO: what about normalization?
57- TODO: wrap modes/other sampling state?
58- TODO: are arbitrary formats supported? in which cases?
59
60OpenGL: vertex buffers in GL 1.5 or GL_ARB_vertex_buffer_object
61
62- Binding to stream out requires GL 3.0 or GL_NV_transform_feedback
63- Binding as constant buffers requires GL 3.1 or GL_ARB_uniform_buffer_object
64- Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object
65- TODO: can they be bound to an FBO?
66
67D3D11: buffer resources
68- Binding to a render target requires D3D_FEATURE_LEVEL_10_0
69
70PIPE_TEXTURE_1D
71^^^^^^^^^^^^^^^
721D surface accessed with normalized coordinates.
73
74UNIMPLEMENTED: 1D texture arrays not supported
75
76- If PIPE_CAP_NPOT_TEXTURES is not supported,
77      width must be a power of two
78- height0 must be 1
79- depth0 must be 1
80- Mipmaps can be used
81- Must use normalized coordinates
82
83OpenGL: GL_TEXTURE_1D in GL 1.0
84
85- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
86
87D3D11: 1D textures in D3D_FEATURE_LEVEL_10_0
88
89PIPE_TEXTURE_RECT
90^^^^^^^^^^^^^^^^^
912D surface with OpenGL GL_TEXTURE_RECTANGLE semantics.
92
93- depth0 must be 1
94- last_level must be 0
95- Must use unnormalized coordinates
96- Must use a clamp wrap mode
97
98OpenGL: GL_TEXTURE_RECTANGLE in GL 3.1 or GL_ARB_texture_rectangle or GL_NV_texture_rectangle
99
100OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
101
102D3D11: not supported (only PIPE_TEXTURE_2D with normalized coordinates is supported)
103
104PIPE_TEXTURE_2D
105^^^^^^^^^^^^^^^
1062D surface accessed with normalized coordinates.
107
108UNIMPLEMENTED: 2D texture arrays not supported
109
110- If PIPE_CAP_NPOT_TEXTURES is not supported,
111      width and height must be powers of two
112- depth0 must be 1
113- Mipmaps can be used
114- Must use normalized coordinates
115- No special restrictions on wrap modes
116
117OpenGL: GL_TEXTURE_2D in GL 1.0
118
119- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
120
121OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
122
123D3D11: 2D textures
124
125- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_9_3
126
127PIPE_TEXTURE_3D
128^^^^^^^^^^^^^^^
129
1303-dimensional array of texels.
131Mipmap dimensions are reduced in all 3 coordinates.
132
133- If PIPE_CAP_NPOT_TEXTURES is not supported,
134      width, height and depth must be powers of two
135- Must use normalized coordinates
136
137OpenGL: GL_TEXTURE_3D in GL 1.2 or GL_EXT_texture3D
138
139- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
140
141D3D11: 3D textures
142
143- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
144
145PIPE_TEXTURE_CUBE
146^^^^^^^^^^^^^^^^^
147
148Cube maps consist of 6 2D faces.
149The 6 surfaces form an imaginary cube, and sampling happens by mapping an
150input 3-vector to the point of the cube surface in that direction.
151
152Sampling may be optionally seamless, resulting in filtering taking samples
153from multiple surfaces near to the edge.
154UNIMPLEMENTED: seamless cube map sampling not supported
155
156UNIMPLEMENTED: cube map arrays not supported
157
158- Width and height must be equal
159- If PIPE_CAP_NPOT_TEXTURES is not supported,
160      width and height must be powers of two
161- Must use normalized coordinates
162
163OpenGL: GL_TEXTURE_CUBE_MAP in GL 1.3 or EXT_texture_cube_map
164
165- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
166- Seamless cube maps require GL 3.2 or GL_ARB_seamless_cube_map or GL_AMD_seamless_cubemap_per_texture
167- Cube map arrays require GL 4.0 or GL_ARB_texture_cube_map_array
168
169D3D11: 2D array textures with the D3D11_RESOURCE_MISC_TEXTURECUBE flag
170
171- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
172- Cube map arrays require D3D_FEATURE_LEVEL_10_1
173- TODO: are (non)seamless cube maps supported in D3D11? how?
174
175Surfaces
176--------
177
178Surfaces are views of a resource that can be bound as a framebuffer to serve as the render target or depth buffer.
179
180TODO: write much more on surfaces
181
182OpenGL: FBOs are collections of surfaces in GL 3.0 or GL_ARB_framebuffer_object
183
184D3D11: render target views and depth/stencil views
185
186Sampler views
187-------------
188
189Sampler views are views of a resource that can be bound to a pipeline stage to be sampled from shaders.
190
191TODO: write much more on sampler views
192
193OpenGL: texture objects are actually sampler view and resource in a single unit
194
195D3D11: shader resource views
196