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  1. .. _context:
  2.  
  3. Context
  4. =======
  5.  
  6. A Gallium rendering context encapsulates the state which effects 3D
  7. rendering such as blend state, depth/stencil state, texture samplers,
  8. etc.
  9.  
  10. Note that resource/texture allocation is not per-context but per-screen.
  11.  
  12.  
  13. Methods
  14. -------
  15.  
  16. CSO State
  17. ^^^^^^^^^
  18.  
  19. All Constant State Object (CSO) state is created, bound, and destroyed,
  20. with triplets of methods that all follow a specific naming scheme.
  21. For example, ``create_blend_state``, ``bind_blend_state``, and
  22. ``destroy_blend_state``.
  23.  
  24. CSO objects handled by the context object:
  25.  
  26. * :ref:`Blend`: ``*_blend_state``
  27. * :ref:`Sampler`: Texture sampler states are bound separately for fragment,
  28.   vertex, geometry and compute shaders with the ``bind_sampler_states``
  29.   function.  The ``start`` and ``num_samplers`` parameters indicate a range
  30.   of samplers to change.  NOTE: at this time, start is always zero and
  31.   the CSO module will always replace all samplers at once (no sub-ranges).
  32.   This may change in the future.
  33. * :ref:`Rasterizer`: ``*_rasterizer_state``
  34. * :ref:`depth-stencil-alpha`: ``*_depth_stencil_alpha_state``
  35. * :ref:`Shader`: These are create, bind and destroy methods for vertex,
  36.   fragment and geometry shaders.
  37. * :ref:`vertexelements`: ``*_vertex_elements_state``
  38.  
  39.  
  40. Resource Binding State
  41. ^^^^^^^^^^^^^^^^^^^^^^
  42.  
  43. This state describes how resources in various flavours (textures,
  44. buffers, surfaces) are bound to the driver.
  45.  
  46.  
  47. * ``set_constant_buffer`` sets a constant buffer to be used for a given shader
  48.   type. index is used to indicate which buffer to set (some apis may allow
  49.   multiple ones to be set, and binding a specific one later, though drivers
  50.   are mostly restricted to the first one right now).
  51.  
  52. * ``set_framebuffer_state``
  53.  
  54. * ``set_vertex_buffers``
  55.  
  56. * ``set_index_buffer``
  57.  
  58.  
  59. Non-CSO State
  60. ^^^^^^^^^^^^^
  61.  
  62. These pieces of state are too small, variable, and/or trivial to have CSO
  63. objects. They all follow simple, one-method binding calls, e.g.
  64. ``set_blend_color``.
  65.  
  66. * ``set_stencil_ref`` sets the stencil front and back reference values
  67.   which are used as comparison values in stencil test.
  68. * ``set_blend_color``
  69. * ``set_sample_mask``
  70. * ``set_min_samples`` sets the minimum number of samples that must be run.
  71. * ``set_clip_state``
  72. * ``set_polygon_stipple``
  73. * ``set_scissor_states`` sets the bounds for the scissor test, which culls
  74.   pixels before blending to render targets. If the :ref:`Rasterizer` does
  75.   not have the scissor test enabled, then the scissor bounds never need to
  76.   be set since they will not be used.  Note that scissor xmin and ymin are
  77.   inclusive, but  xmax and ymax are exclusive.  The inclusive ranges in x
  78.   and y would be [xmin..xmax-1] and [ymin..ymax-1]. The number of scissors
  79.   should be the same as the number of set viewports and can be up to
  80.   PIPE_MAX_VIEWPORTS.
  81. * ``set_viewport_states``
  82. * ``set_tess_state`` configures the default tessellation parameters:
  83.   * ``default_outer_level`` is the default value for the outer tessellation
  84.     levels. This corresponds to GL's ``PATCH_DEFAULT_OUTER_LEVEL``.
  85.   * ``default_inner_level`` is the default value for the inner tessellation
  86.     levels. This corresponds to GL's ``PATCH_DEFAULT_INNER_LEVEL``.
  87.  
  88.  
  89. Sampler Views
  90. ^^^^^^^^^^^^^
  91.  
  92. These are the means to bind textures to shader stages. To create one, specify
  93. its format, swizzle and LOD range in sampler view template.
  94.  
  95. If texture format is different than template format, it is said the texture
  96. is being cast to another format. Casting can be done only between compatible
  97. formats, that is formats that have matching component order and sizes.
  98.  
  99. Swizzle fields specify they way in which fetched texel components are placed
  100. in the result register. For example, ``swizzle_r`` specifies what is going to be
  101. placed in first component of result register.
  102.  
  103. The ``first_level`` and ``last_level`` fields of sampler view template specify
  104. the LOD range the texture is going to be constrained to. Note that these
  105. values are in addition to the respective min_lod, max_lod values in the
  106. pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
  107. level used for sampling from the resource is effectively the fifth).
  108.  
  109. The ``first_layer`` and ``last_layer`` fields specify the layer range the
  110. texture is going to be constrained to. Similar to the LOD range, this is added
  111. to the array index which is used for sampling.
  112.  
  113. * ``set_sampler_views`` binds an array of sampler views to a shader stage.
  114.   Every binding point acquires a reference
  115.   to a respective sampler view and releases a reference to the previous
  116.   sampler view.
  117.  
  118. * ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
  119.   with the sampler view which results in sampler view holding a reference
  120.   to the texture. Format specified in template must be compatible
  121.   with texture format.
  122.  
  123. * ``sampler_view_destroy`` destroys a sampler view and releases its reference
  124.   to associated texture.
  125.  
  126. Shader Resources
  127. ^^^^^^^^^^^^^^^^
  128.  
  129. Shader resources are textures or buffers that may be read or written
  130. from a shader without an associated sampler.  This means that they
  131. have no support for floating point coordinates, address wrap modes or
  132. filtering.
  133.  
  134. Shader resources are specified for all the shader stages at once using
  135. the ``set_shader_resources`` method.  When binding texture resources,
  136. the ``level``, ``first_layer`` and ``last_layer`` pipe_surface fields
  137. specify the mipmap level and the range of layers the texture will be
  138. constrained to.  In the case of buffers, ``first_element`` and
  139. ``last_element`` specify the range within the buffer that will be used
  140. by the shader resource.  Writes to a shader resource are only allowed
  141. when the ``writable`` flag is set.
  142.  
  143. Surfaces
  144. ^^^^^^^^
  145.  
  146. These are the means to use resources as color render targets or depthstencil
  147. attachments. To create one, specify the mip level, the range of layers, and
  148. the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
  149. Note that layer values are in addition to what is indicated by the geometry
  150. shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
  151. shader indicates index 2, the 5th layer of the resource will be used). These
  152. first_layer and last_layer parameters will only be used for 1d array, 2d array,
  153. cube, and 3d textures otherwise they are 0.
  154.  
  155. * ``create_surface`` creates a new surface.
  156.  
  157. * ``surface_destroy`` destroys a surface and releases its reference to the
  158.   associated resource.
  159.  
  160. Stream output targets
  161. ^^^^^^^^^^^^^^^^^^^^^
  162.  
  163. Stream output, also known as transform feedback, allows writing the primitives
  164. produced by the vertex pipeline to buffers. This is done after the geometry
  165. shader or vertex shader if no geometry shader is present.
  166.  
  167. The stream output targets are views into buffer resources which can be bound
  168. as stream outputs and specify a memory range where it's valid to write
  169. primitives. The pipe driver must implement memory protection such that any
  170. primitives written outside of the specified memory range are discarded.
  171.  
  172. Two stream output targets can use the same resource at the same time, but
  173. with a disjoint memory range.
  174.  
  175. Additionally, the stream output target internally maintains the offset
  176. into the buffer which is incremented everytime something is written to it.
  177. The internal offset is equal to how much data has already been written.
  178. It can be stored in device memory and the CPU actually doesn't have to query
  179. it.
  180.  
  181. The stream output target can be used in a draw command to provide
  182. the vertex count. The vertex count is derived from the internal offset
  183. discussed above.
  184.  
  185. * ``create_stream_output_target`` create a new target.
  186.  
  187. * ``stream_output_target_destroy`` destroys a target. Users of this should
  188.   use pipe_so_target_reference instead.
  189.  
  190. * ``set_stream_output_targets`` binds stream output targets. The parameter
  191.   offset is an array which specifies the internal offset of the buffer. The
  192.   internal offset is, besides writing, used for reading the data during the
  193.   draw_auto stage, i.e. it specifies how much data there is in the buffer
  194.   for the purposes of the draw_auto stage. -1 means the buffer should
  195.   be appended to, and everything else sets the internal offset.
  196.  
  197. NOTE: The currently-bound vertex or geometry shader must be compiled with
  198. the properly-filled-in structure pipe_stream_output_info describing which
  199. outputs should be written to buffers and how. The structure is part of
  200. pipe_shader_state.
  201.  
  202. Clearing
  203. ^^^^^^^^
  204.  
  205. Clear is one of the most difficult concepts to nail down to a single
  206. interface (due to both different requirements from APIs and also driver/hw
  207. specific differences).
  208.  
  209. ``clear`` initializes some or all of the surfaces currently bound to
  210. the framebuffer to particular RGBA, depth, or stencil values.
  211. Currently, this does not take into account color or stencil write masks (as
  212. used by GL), and always clears the whole surfaces (no scissoring as used by
  213. GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
  214. only depth or stencil in a combined depth/stencil surface.
  215. If a surface includes several layers then all layers will be cleared.
  216.  
  217. ``clear_render_target`` clears a single color rendertarget with the specified
  218. color value. While it is only possible to clear one surface at a time (which can
  219. include several layers), this surface need not be bound to the framebuffer.
  220.  
  221. ``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
  222. with the specified depth and stencil values (for combined depth/stencil buffers,
  223. is is also possible to only clear one or the other part). While it is only
  224. possible to clear one surface at a time (which can include several layers),
  225. this surface need not be bound to the framebuffer.
  226.  
  227. ``clear_buffer`` clears a PIPE_BUFFER resource with the specified clear value
  228. (which may be multiple bytes in length). Logically this is a memset with a
  229. multi-byte element value starting at offset bytes from resource start, going
  230. for size bytes. It is guaranteed that size % clear_value_size == 0.
  231.  
  232.  
  233. Drawing
  234. ^^^^^^^
  235.  
  236. ``draw_vbo`` draws a specified primitive.  The primitive mode and other
  237. properties are described by ``pipe_draw_info``.
  238.  
  239. The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
  240. the mode of the primitive and the vertices to be fetched, in the range between
  241. ``start`` to ``start``+``count``-1, inclusive.
  242.  
  243. Every instance with instanceID in the range between ``start_instance`` and
  244. ``start_instance``+``instance_count``-1, inclusive, will be drawn.
  245.  
  246. If there is an index buffer bound, and ``indexed`` field is true, all vertex
  247. indices will be looked up in the index buffer.
  248.  
  249. In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
  250. and upper bound of the indices contained in the index buffer inside the range
  251. between ``start`` to ``start``+``count``-1.  This allows the driver to
  252. determine which subset of vertices will be referenced during te draw call
  253. without having to scan the index buffer.  Providing a over-estimation of the
  254. the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
  255. 0xffffffff respectively, must give exactly the same rendering, albeit with less
  256. performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
  257. processed.  Providing a underestimation of the true bounds will result in
  258. undefined behavior, but should not result in program or system failure.
  259.  
  260. In case of non-indexed draw, ``min_index`` should be set to
  261. ``start`` and ``max_index`` should be set to ``start``+``count``-1.
  262.  
  263. ``index_bias`` is a value added to every vertex index after lookup and before
  264. fetching vertex attributes.
  265.  
  266. When drawing indexed primitives, the primitive restart index can be
  267. used to draw disjoint primitive strips.  For example, several separate
  268. line strips can be drawn by designating a special index value as the
  269. restart index.  The ``primitive_restart`` flag enables/disables this
  270. feature.  The ``restart_index`` field specifies the restart index value.
  271.  
  272. When primitive restart is in use, array indexes are compared to the
  273. restart index before adding the index_bias offset.
  274.  
  275. If a given vertex element has ``instance_divisor`` set to 0, it is said
  276. it contains per-vertex data and effective vertex attribute address needs
  277. to be recalculated for every index.
  278.  
  279.   attribAddr = ``stride`` * index + ``src_offset``
  280.  
  281. If a given vertex element has ``instance_divisor`` set to non-zero,
  282. it is said it contains per-instance data and effective vertex attribute
  283. address needs to recalculated for every ``instance_divisor``-th instance.
  284.  
  285.   attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
  286.  
  287. In the above formulas, ``src_offset`` is taken from the given vertex element
  288. and ``stride`` is taken from a vertex buffer associated with the given
  289. vertex element.
  290.  
  291. The calculated attribAddr is used as an offset into the vertex buffer to
  292. fetch the attribute data.
  293.  
  294. The value of ``instanceID`` can be read in a vertex shader through a system
  295. value register declared with INSTANCEID semantic name.
  296.  
  297.  
  298. Queries
  299. ^^^^^^^
  300.  
  301. Queries gather some statistic from the 3D pipeline over one or more
  302. draws.  Queries may be nested, though not all state trackers exercise this.
  303.  
  304. Queries can be created with ``create_query`` and deleted with
  305. ``destroy_query``. To start a query, use ``begin_query``, and when finished,
  306. use ``end_query`` to end the query.
  307.  
  308. ``create_query`` takes a query type (``PIPE_QUERY_*``), as well as an index,
  309. which is the vertex stream for ``PIPE_QUERY_PRIMITIVES_GENERATED`` and
  310. ``PIPE_QUERY_PRIMITIVES_EMITTED``, and allocates a query structure.
  311.  
  312. ``begin_query`` will clear/reset previous query results.
  313.  
  314. ``get_query_result`` is used to retrieve the results of a query.  If
  315. the ``wait`` parameter is TRUE, then the ``get_query_result`` call
  316. will block until the results of the query are ready (and TRUE will be
  317. returned).  Otherwise, if the ``wait`` parameter is FALSE, the call
  318. will not block and the return value will be TRUE if the query has
  319. completed or FALSE otherwise.
  320.  
  321. The interface currently includes the following types of queries:
  322.  
  323. ``PIPE_QUERY_OCCLUSION_COUNTER`` counts the number of fragments which
  324. are written to the framebuffer without being culled by
  325. :ref:`depth-stencil-alpha` testing or shader KILL instructions.
  326. The result is an unsigned 64-bit integer.
  327. This query can be used with ``render_condition``.
  328.  
  329. In cases where a boolean result of an occlusion query is enough,
  330. ``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
  331. ``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
  332. value of FALSE for cases where COUNTER would result in 0 and TRUE
  333. for all other cases.
  334. This query can be used with ``render_condition``.
  335.  
  336. ``PIPE_QUERY_TIME_ELAPSED`` returns the amount of time, in nanoseconds,
  337. the context takes to perform operations.
  338. The result is an unsigned 64-bit integer.
  339.  
  340. ``PIPE_QUERY_TIMESTAMP`` returns a device/driver internal timestamp,
  341. scaled to nanoseconds, recorded after all commands issued prior to
  342. ``end_query`` have been processed.
  343. This query does not require a call to ``begin_query``.
  344. The result is an unsigned 64-bit integer.
  345.  
  346. ``PIPE_QUERY_TIMESTAMP_DISJOINT`` can be used to check the
  347. internal timer resolution and whether the timestamp counter has become
  348. unreliable due to things like throttling etc. - only if this is FALSE
  349. a timestamp query (within the timestamp_disjoint query) should be trusted.
  350. The result is a 64-bit integer specifying the timer resolution in Hz,
  351. followed by a boolean value indicating whether the timestamp counter
  352. is discontinuous or disjoint.
  353.  
  354. ``PIPE_QUERY_PRIMITIVES_GENERATED`` returns a 64-bit integer indicating
  355. the number of primitives processed by the pipeline (regardless of whether
  356. stream output is active or not).
  357.  
  358. ``PIPE_QUERY_PRIMITIVES_EMITTED`` returns a 64-bit integer indicating
  359. the number of primitives written to stream output buffers.
  360.  
  361. ``PIPE_QUERY_SO_STATISTICS`` returns 2 64-bit integers corresponding to
  362. the result of
  363. ``PIPE_QUERY_PRIMITIVES_EMITTED`` and
  364. the number of primitives that would have been written to stream output buffers
  365. if they had infinite space available (primitives_storage_needed), in this order.
  366. XXX the 2nd value is equivalent to ``PIPE_QUERY_PRIMITIVES_GENERATED`` but it is
  367. unclear if it should be increased if stream output is not active.
  368.  
  369. ``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` returns a boolean value indicating
  370. whether the stream output targets have overflowed as a result of the
  371. commands issued between ``begin_query`` and ``end_query``.
  372. This query can be used with ``render_condition``.
  373.  
  374. ``PIPE_QUERY_GPU_FINISHED`` returns a boolean value indicating whether
  375. all commands issued before ``end_query`` have completed. However, this
  376. does not imply serialization.
  377. This query does not require a call to ``begin_query``.
  378.  
  379. ``PIPE_QUERY_PIPELINE_STATISTICS`` returns an array of the following
  380. 64-bit integers:
  381. Number of vertices read from vertex buffers.
  382. Number of primitives read from vertex buffers.
  383. Number of vertex shader threads launched.
  384. Number of geometry shader threads launched.
  385. Number of primitives generated by geometry shaders.
  386. Number of primitives forwarded to the rasterizer.
  387. Number of primitives rasterized.
  388. Number of fragment shader threads launched.
  389. Number of tessellation control shader threads launched.
  390. Number of tessellation evaluation shader threads launched.
  391. If a shader type is not supported by the device/driver,
  392. the corresponding values should be set to 0.
  393.  
  394. Gallium does not guarantee the availability of any query types; one must
  395. always check the capabilities of the :ref:`Screen` first.
  396.  
  397.  
  398. Conditional Rendering
  399. ^^^^^^^^^^^^^^^^^^^^^
  400.  
  401. A drawing command can be skipped depending on the outcome of a query
  402. (typically an occlusion query, or streamout overflow predicate).
  403. The ``render_condition`` function specifies the query which should be checked
  404. prior to rendering anything. Functions always honoring render_condition include
  405. (and are limited to) draw_vbo, clear, clear_render_target, clear_depth_stencil.
  406. The blit function (but not resource_copy_region, which seems inconsistent)
  407. can also optionally honor the current render condition.
  408.  
  409. If ``render_condition`` is called with ``query`` = NULL, conditional
  410. rendering is disabled and drawing takes place normally.
  411.  
  412. If ``render_condition`` is called with a non-null ``query`` subsequent
  413. drawing commands will be predicated on the outcome of the query.
  414. Commands will be skipped if ``condition`` is equal to the predicate result
  415. (for non-boolean queries such as OCCLUSION_QUERY, zero counts as FALSE,
  416. non-zero as TRUE).
  417.  
  418. If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
  419. query to complete before deciding whether to render.
  420.  
  421. If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
  422. completed, the drawing command will be executed normally.  If the query
  423. has completed, drawing will be predicated on the outcome of the query.
  424.  
  425. If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
  426. PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
  427. for the non-REGION modes but in the case that an occlusion query returns
  428. a non-zero result, regions which were occluded may be ommitted by subsequent
  429. drawing commands.  This can result in better performance with some GPUs.
  430. Normally, if the occlusion query returned a non-zero result subsequent
  431. drawing happens normally so fragments may be generated, shaded and
  432. processed even where they're known to be obscured.
  433.  
  434.  
  435. Flushing
  436. ^^^^^^^^
  437.  
  438. ``flush``
  439.  
  440.  
  441. ``flush_resource``
  442.  
  443. Flush the resource cache, so that the resource can be used
  444. by an external client. Possible usage:
  445. - flushing a resource before presenting it on the screen
  446. - flushing a resource if some other process or device wants to use it
  447. This shouldn't be used to flush caches if the resource is only managed
  448. by a single pipe_screen and is not shared with another process.
  449. (i.e. you shouldn't use it to flush caches explicitly if you want to e.g.
  450. use the resource for texturing)
  451.  
  452.  
  453.  
  454. Resource Busy Queries
  455. ^^^^^^^^^^^^^^^^^^^^^
  456.  
  457. ``is_resource_referenced``
  458.  
  459.  
  460.  
  461. Blitting
  462. ^^^^^^^^
  463.  
  464. These methods emulate classic blitter controls.
  465.  
  466. These methods operate directly on ``pipe_resource`` objects, and stand
  467. apart from any 3D state in the context.  Blitting functionality may be
  468. moved to a separate abstraction at some point in the future.
  469.  
  470. ``resource_copy_region`` blits a region of a resource to a region of another
  471. resource, provided that both resources have the same format, or compatible
  472. formats, i.e., formats for which copying the bytes from the source resource
  473. unmodified to the destination resource will achieve the same effect of a
  474. textured quad blitter.. The source and destination may be the same resource,
  475. but overlapping blits are not permitted.
  476. This can be considered the equivalent of a CPU memcpy.
  477.  
  478. ``blit`` blits a region of a resource to a region of another resource, including
  479. scaling, format conversion, and up-/downsampling, as well as a destination clip
  480. rectangle (scissors). It can also optionally honor the current render condition
  481. (but either way the blit itself never contributes anything to queries currently
  482. gathering data).
  483. As opposed to manually drawing a textured quad, this lets the pipe driver choose
  484. the optimal method for blitting (like using a special 2D engine), and usually
  485. offers, for example, accelerated stencil-only copies even where
  486. PIPE_CAP_SHADER_STENCIL_EXPORT is not available.
  487.  
  488.  
  489. Transfers
  490. ^^^^^^^^^
  491.  
  492. These methods are used to get data to/from a resource.
  493.  
  494. ``transfer_map`` creates a memory mapping and the transfer object
  495. associated with it.
  496. The returned pointer points to the start of the mapped range according to
  497. the box region, not the beginning of the resource. If transfer_map fails,
  498. the returned pointer to the buffer memory is NULL, and the pointer
  499. to the transfer object remains unchanged (i.e. it can be non-NULL).
  500.  
  501. ``transfer_unmap`` remove the memory mapping for and destroy
  502. the transfer object. The pointer into the resource should be considered
  503. invalid and discarded.
  504.  
  505. ``transfer_inline_write`` performs a simplified transfer for simple writes.
  506. Basically transfer_map, data write, and transfer_unmap all in one.
  507.  
  508.  
  509. The box parameter to some of these functions defines a 1D, 2D or 3D
  510. region of pixels.  This is self-explanatory for 1D, 2D and 3D texture
  511. targets.
  512.  
  513. For PIPE_TEXTURE_1D_ARRAY and PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth
  514. fields refer to the array dimension of the texture.
  515.  
  516. For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
  517. faces of the cube map (z + depth <= 6).
  518.  
  519. For PIPE_TEXTURE_CUBE_ARRAY, the box:z and box::depth fields refer to both
  520. the face and array dimension of the texture (face = z % 6, array = z / 6).
  521.  
  522.  
  523. .. _transfer_flush_region:
  524.  
  525. transfer_flush_region
  526. %%%%%%%%%%%%%%%%%%%%%
  527.  
  528. If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
  529. be flushed on write or unmap. Flushes must be requested with
  530. ``transfer_flush_region``. Flush ranges are relative to the mapped range, not
  531. the beginning of the resource.
  532.  
  533.  
  534.  
  535. .. _texture_barrier:
  536.  
  537. texture_barrier
  538. %%%%%%%%%%%%%%%
  539.  
  540. This function flushes all pending writes to the currently-set surfaces and
  541. invalidates all read caches of the currently-set samplers.
  542.  
  543.  
  544.  
  545. .. _memory_barrier:
  546.  
  547. memory_barrier
  548. %%%%%%%%%%%%%%%
  549.  
  550. This function flushes caches according to which of the PIPE_BARRIER_* flags
  551. are set.
  552.  
  553.  
  554.  
  555. .. _pipe_transfer:
  556.  
  557. PIPE_TRANSFER
  558. ^^^^^^^^^^^^^
  559.  
  560. These flags control the behavior of a transfer object.
  561.  
  562. ``PIPE_TRANSFER_READ``
  563.   Resource contents read back (or accessed directly) at transfer create time.
  564.  
  565. ``PIPE_TRANSFER_WRITE``
  566.   Resource contents will be written back at transfer_unmap time (or modified
  567.   as a result of being accessed directly).
  568.  
  569. ``PIPE_TRANSFER_MAP_DIRECTLY``
  570.   a transfer should directly map the resource. May return NULL if not supported.
  571.  
  572. ``PIPE_TRANSFER_DISCARD_RANGE``
  573.   The memory within the mapped region is discarded.  Cannot be used with
  574.   ``PIPE_TRANSFER_READ``.
  575.  
  576. ``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
  577.   Discards all memory backing the resource.  It should not be used with
  578.   ``PIPE_TRANSFER_READ``.
  579.  
  580. ``PIPE_TRANSFER_DONTBLOCK``
  581.   Fail if the resource cannot be mapped immediately.
  582.  
  583. ``PIPE_TRANSFER_UNSYNCHRONIZED``
  584.   Do not synchronize pending operations on the resource when mapping. The
  585.   interaction of any writes to the map and any operations pending on the
  586.   resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
  587.  
  588. ``PIPE_TRANSFER_FLUSH_EXPLICIT``
  589.   Written ranges will be notified later with :ref:`transfer_flush_region`.
  590.   Cannot be used with ``PIPE_TRANSFER_READ``.
  591.  
  592. ``PIPE_TRANSFER_PERSISTENT``
  593.   Allows the resource to be used for rendering while mapped.
  594.   PIPE_RESOURCE_FLAG_MAP_PERSISTENT must be set when creating
  595.   the resource.
  596.   If COHERENT is not set, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER)
  597.   must be called to ensure the device can see what the CPU has written.
  598.  
  599. ``PIPE_TRANSFER_COHERENT``
  600.   If PERSISTENT is set, this ensures any writes done by the device are
  601.   immediately visible to the CPU and vice versa.
  602.   PIPE_RESOURCE_FLAG_MAP_COHERENT must be set when creating
  603.   the resource.
  604.  
  605. Compute kernel execution
  606. ^^^^^^^^^^^^^^^^^^^^^^^^
  607.  
  608. A compute program can be defined, bound or destroyed using
  609. ``create_compute_state``, ``bind_compute_state`` or
  610. ``destroy_compute_state`` respectively.
  611.  
  612. Any of the subroutines contained within the compute program can be
  613. executed on the device using the ``launch_grid`` method.  This method
  614. will execute as many instances of the program as elements in the
  615. specified N-dimensional grid, hopefully in parallel.
  616.  
  617. The compute program has access to four special resources:
  618.  
  619. * ``GLOBAL`` represents a memory space shared among all the threads
  620.   running on the device.  An arbitrary buffer created with the
  621.   ``PIPE_BIND_GLOBAL`` flag can be mapped into it using the
  622.   ``set_global_binding`` method.
  623.  
  624. * ``LOCAL`` represents a memory space shared among all the threads
  625.   running in the same working group.  The initial contents of this
  626.   resource are undefined.
  627.  
  628. * ``PRIVATE`` represents a memory space local to a single thread.
  629.   The initial contents of this resource are undefined.
  630.  
  631. * ``INPUT`` represents a read-only memory space that can be
  632.   initialized at ``launch_grid`` time.
  633.  
  634. These resources use a byte-based addressing scheme, and they can be
  635. accessed from the compute program by means of the LOAD/STORE TGSI
  636. opcodes.  Additional resources to be accessed using the same opcodes
  637. may be specified by the user with the ``set_compute_resources``
  638. method.
  639.  
  640. In addition, normal texture sampling is allowed from the compute
  641. program: ``bind_sampler_states`` may be used to set up texture
  642. samplers for the compute stage and ``set_sampler_views`` may
  643. be used to bind a number of sampler views to it.
  644.