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  1. Resources and derived objects
  2. =============================
  3.  
  4. Resources represent objects that hold data: textures and buffers.
  5.  
  6. They are mostly modelled after the resources in Direct3D 10/11, but with a
  7. different transfer/update mechanism, and more features for OpenGL support.
  8.  
  9. Resources can be used in several ways, and it is required to specify all planned uses through an appropriate set of bind flags.
  10.  
  11. TODO: write much more on resources
  12.  
  13. Transfers
  14. ---------
  15.  
  16. Transfers are the mechanism used to access resources with the CPU.
  17.  
  18. OpenGL: OpenGL supports mapping buffers and has inline transfer functions for both buffers and textures
  19.  
  20. D3D11: D3D11 lacks transfers, but has special resource types that are mappable to the CPU address space
  21.  
  22. TODO: write much more on transfers
  23.  
  24. Resource targets
  25. ----------------
  26.  
  27. Resource targets determine the type of a resource.
  28.  
  29. Note that drivers may not actually have the restrictions listed regarding
  30. coordinate normalization and wrap modes, and in fact efficient OpenCL
  31. support will probably require drivers that don't have any of them, which
  32. will probably be advertised with an appropriate cap.
  33.  
  34. TODO: document all targets. Note that both 3D and cube have restrictions
  35. that depend on the hardware generation.
  36.  
  37.  
  38. PIPE_BUFFER
  39. ^^^^^^^^^^^
  40.  
  41. Buffer resource: can be used as a vertex, index, constant buffer
  42. (appropriate bind flags must be requested).
  43.  
  44. Buffers do not really have a format, it's just bytes, but they are required
  45. to have their type set to a R8 format (without a specific "just byte" format,
  46. R8_UINT would probably make the most sense, but for historic reasons R8_UNORM
  47. is ok too). (This is just to make some shared buffer/texture code easier so
  48. format size can be queried.)
  49. width0 serves as size, most other resource properties don't apply but must be
  50. set appropriately (depth0/height0/array_size must be 1, last_level 0).
  51.  
  52. They can be bound to stream output if supported.
  53. TODO: what about the restrictions lifted by the several later GL transform feedback extensions? How does one advertise that in Gallium?
  54.  
  55. They can be also be bound to a shader stage (for sampling) as usual by
  56. creating an appropriate sampler view, if the driver supports PIPE_CAP_TEXTURE_BUFFER_OBJECTS.
  57. This supports larger width than a 1d texture would
  58. (TODO limit currently unspecified, minimum must be at least 65536).
  59. Only the "direct fetch" sample opcodes are supported (TGSI_OPCODE_TXF,
  60. TGSI_OPCODE_SAMPLE_I) so the sampler state (coord wrapping etc.)
  61. is mostly ignored (with SAMPLE_I there's no sampler state at all).
  62.  
  63. They can be also be bound to the framebuffer (only as color render target, not
  64. depth buffer, also there cannot be a depth buffer bound at the same time) as usual
  65. by creating an appropriate view (this is not usable in OpenGL).
  66. TODO there's no CAP bit currently for this, there's also unspecified size etc. limits
  67. TODO: is there any chance of supporting GL pixel buffer object acceleration with this?
  68.  
  69.  
  70. OpenGL: vertex buffers in GL 1.5 or GL_ARB_vertex_buffer_object
  71.  
  72. - Binding to stream out requires GL 3.0 or GL_NV_transform_feedback
  73. - Binding as constant buffers requires GL 3.1 or GL_ARB_uniform_buffer_object
  74. - Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object
  75.  
  76. D3D11: buffer resources
  77. - Binding to a render target requires D3D_FEATURE_LEVEL_10_0
  78.  
  79. PIPE_TEXTURE_1D / PIPE_TEXTURE_1D_ARRAY
  80. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  81. 1D surface accessed with normalized coordinates.
  82. 1D array textures are supported depending on PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS.
  83.  
  84. - If PIPE_CAP_NPOT_TEXTURES is not supported,
  85.       width must be a power of two
  86. - height0 must be 1
  87. - depth0 must be 1
  88. - array_size must be 1 for PIPE_TEXTURE_1D
  89. - Mipmaps can be used
  90. - Must use normalized coordinates
  91.  
  92. OpenGL: GL_TEXTURE_1D in GL 1.0
  93.  
  94. - PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
  95.  
  96. D3D11: 1D textures in D3D_FEATURE_LEVEL_10_0
  97.  
  98. PIPE_TEXTURE_RECT
  99. ^^^^^^^^^^^^^^^^^
  100. 2D surface with OpenGL GL_TEXTURE_RECTANGLE semantics.
  101.  
  102. - depth0 must be 1
  103. - array_size must be 1
  104. - last_level must be 0
  105. - Must use unnormalized coordinates
  106. - Must use a clamp wrap mode
  107.  
  108. OpenGL: GL_TEXTURE_RECTANGLE in GL 3.1 or GL_ARB_texture_rectangle or GL_NV_texture_rectangle
  109.  
  110. OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
  111.  
  112. D3D11: not supported (only PIPE_TEXTURE_2D with normalized coordinates is supported)
  113.  
  114. PIPE_TEXTURE_2D / PIPE_TEXTURE_2D_ARRAY
  115. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  116. 2D surface accessed with normalized coordinates.
  117. 2D array textures are supported depending on PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS.
  118.  
  119. - If PIPE_CAP_NPOT_TEXTURES is not supported,
  120.       width and height must be powers of two
  121. - depth0 must be 1
  122. - array_size must be 1 for PIPE_TEXTURE_2D
  123. - Mipmaps can be used
  124. - Must use normalized coordinates
  125. - No special restrictions on wrap modes
  126.  
  127. OpenGL: GL_TEXTURE_2D in GL 1.0
  128.  
  129. - PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
  130.  
  131. OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
  132.  
  133. D3D11: 2D textures
  134.  
  135. - PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_9_3
  136.  
  137. PIPE_TEXTURE_3D
  138. ^^^^^^^^^^^^^^^
  139.  
  140. 3-dimensional array of texels.
  141. Mipmap dimensions are reduced in all 3 coordinates.
  142.  
  143. - If PIPE_CAP_NPOT_TEXTURES is not supported,
  144.       width, height and depth must be powers of two
  145. - array_size must be 1
  146. - Must use normalized coordinates
  147.  
  148. OpenGL: GL_TEXTURE_3D in GL 1.2 or GL_EXT_texture3D
  149.  
  150. - PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
  151.  
  152. D3D11: 3D textures
  153.  
  154. - PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
  155.  
  156. PIPE_TEXTURE_CUBE / PIPE_TEXTURE_CUBE_ARRAY
  157. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  158.  
  159. Cube maps consist of 6 2D faces.
  160. The 6 surfaces form an imaginary cube, and sampling happens by mapping an
  161. input 3-vector to the point of the cube surface in that direction.
  162. Cube map arrays are supported depending on PIPE_CAP_CUBE_MAP_ARRAY.
  163.  
  164. Sampling may be optionally seamless if a driver supports it (PIPE_CAP_SEAMLESS_CUBE_MAP),
  165. resulting in filtering taking samples from multiple surfaces near to the edge.
  166.  
  167. - Width and height must be equal
  168. - depth0 must be 1
  169. - array_size must be a multiple of 6
  170. - If PIPE_CAP_NPOT_TEXTURES is not supported,
  171.       width and height must be powers of two
  172. - Must use normalized coordinates
  173.  
  174. OpenGL: GL_TEXTURE_CUBE_MAP in GL 1.3 or EXT_texture_cube_map
  175.  
  176. - PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
  177. - Seamless cube maps require GL 3.2 or GL_ARB_seamless_cube_map or GL_AMD_seamless_cubemap_per_texture
  178. - Cube map arrays require GL 4.0 or GL_ARB_texture_cube_map_array
  179.  
  180. D3D11: 2D array textures with the D3D11_RESOURCE_MISC_TEXTURECUBE flag
  181.  
  182. - PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
  183. - Cube map arrays require D3D_FEATURE_LEVEL_10_1
  184.  
  185. Surfaces
  186. --------
  187.  
  188. Surfaces are views of a resource that can be bound as a framebuffer to serve as the render target or depth buffer.
  189.  
  190. TODO: write much more on surfaces
  191.  
  192. OpenGL: FBOs are collections of surfaces in GL 3.0 or GL_ARB_framebuffer_object
  193.  
  194. D3D11: render target views and depth/stencil views
  195.  
  196. Sampler views
  197. -------------
  198.  
  199. Sampler views are views of a resource that can be bound to a pipeline stage to be sampled from shaders.
  200.  
  201. TODO: write much more on sampler views
  202.  
  203. OpenGL: texture objects are actually sampler view and resource in a single unit
  204.  
  205. D3D11: shader resource views
  206.