docs: update differences to d3d11
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@@ -79,7 +79,7 @@ set_clip_state
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set_polygon_stipple
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+ Gallium supports polygon stipple
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surface_fill
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resource_fill_region
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+ Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views
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* DirectX 10/11 DDI functions and Gallium equivalents
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@@ -114,11 +114,10 @@ CheckDeferredContextHandleSizes (D3D11 only)
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CheckFormatSupport -> screen->is_format_supported
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! Gallium passes usages to this function, D3D11 returns them
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- Gallium does not differentiate between blendable and non-blendable render targets
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- Gallium lacks multisampled-texture and multisampled-render-target usages
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! Gallium includes sample count directly, D3D11 uses additional query
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CheckMultisampleQualityLevels
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* could merge this with is_format_supported
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- Gallium lacks multisampling support
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! is merged with is_format_supported
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CommandListExecute (D3D11 only)
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- Gallium does not support command lists
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@@ -139,7 +138,6 @@ ClearUnorderedAccessViewUint (D3D11 only)
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CreateBlendState (extended in D3D10.1) -> create_blend_state
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# D3D10 does not support per-RT blend modes (but per-RT blending), only D3D10.1 does
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- Gallium lacks alpha-to-coverage
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+ Gallium supports logic ops
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+ Gallium supports dithering
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+ Gallium supports using the broadcast alpha component of the blend constant color
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@@ -198,7 +196,6 @@ CreateQuery -> create_query
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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 lacks multisampling
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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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@@ -228,7 +225,6 @@ CreateResource -> texture_create or buffer_create
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! D3D11 specifies mapping flags (i.e. read/write/discard);:it's unclear what they are used for here
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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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- Gallium lacks multisampling
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- Gallium lacks array textures
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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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@@ -400,7 +396,7 @@ ResourceCopy
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ResourceCopyRegion
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ResourceConvert (D3D10.1+ only)
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ResourceConvertRegion (D3D10.1+ only)
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-> surface_copy
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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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@@ -410,8 +406,7 @@ ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced
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ResourceReadAfterWriteHazard
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! Gallium specifies hides this, except for the render and texture caches
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ResourceResolveSubresource
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- Gallium does not support multisample sample resolution
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ResourceResolveSubresource -> resource_resolve
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ResourceMap
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ResourceUnmap
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@@ -433,9 +428,8 @@ StagingResourceUnmap
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ResourceUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
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DefaultConstantBufferUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
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SetBlendState -> bind_blend_state and set_blend_color
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! D3D11 fuses bind_blend_state and set_blend_color in a single function
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- Gallium lacks the sample mask
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SetBlendState -> bind_blend_state, set_blend_color and set_sample_mask
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! D3D11 fuses bind_blend_state, set_blend_color and set_sample_mask in a single function
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SetDepthStencilState -> bind_depth_stencil_alpha_state and set_stencil_ref
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! D3D11 fuses bind_depth_stencil_alpha_state and set_stencil_ref in a single function
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