Merge branch 'gallium-msaa'
[mesa.git] / src / gallium / docs / d3d11ddi.txt
1 This document compares the D3D10/D3D11 device driver interface with Gallium.
2 It is written from the perspective of a developer implementing a D3D10/D3D11 driver as a Gallium state tracker.
3
4 Note that naming and other cosmetic differences are not noted, since they don't really matter and would severely clutter the document.
5 Gallium/OpenGL terminology is used in preference to D3D terminology.
6
7 NOTE: this document tries to be complete but most likely isn't fully complete and also not fully correct: please submit patches if you spot anything incorrect
8
9 Also note that this is specifically for the DirectX 10/11 Windows Vista/7 DDI interfaces.
10 DirectX 9 has both user-mode (for Vista) and kernel mode (pre-Vista) interfaces, but they are significantly different from Gallium due to the presence of a lot of fixed function functionality.
11
12 The user-visible DirectX 10/11 interfaces are distinct from the kernel DDI, but they match very closely.
13
14 * Accessing Microsoft documentation
15
16 See http://msdn.microsoft.com/en-us/library/dd445501.aspx ("D3D11DDI_DEVICEFUNCS") for D3D documentation.
17
18 Also see http://download.microsoft.com/download/f/2/d/f2d5ee2c-b7ba-4cd0-9686-b6508b5479a1/direct3d10_web.pdf ("The Direct3D 10 System" by David Blythe) for an introduction to Direct3D 10 and the rationale for its design.
19
20 The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation.
21
22 To get the headers from Linux, run the following, in a dedicated directory:
23 wget http://download.microsoft.com/download/4/A/2/4A25C7D5-EFBE-4182-B6A9-AE6850409A78/GRMWDK_EN_7600_1.ISO
24 sudo mount -o loop GRMWDK_EN_7600_1.ISO /mnt/tmp
25 cabextract -x /mnt/tmp/wdk/headers_cab001.cab
26 rename 's/^_(.*)_[0-9]*$/$1/' *
27 sudo umount /mnt/tmp
28
29 d3d10umddi.h contains the DDI interface analyzed in this document: note that it is much easier to read this online on MSDN.
30 d3d{10,11}TokenizedProgramFormat.hpp contains the shader bytecode definitions: this is not available on MSDN.
31 d3d9types.h contains DX9 shader bytecode, and DX9 types
32 d3dumddi.h contains the DirectX 9 DDI interface
33
34 * Glossary
35
36 BC1: DXT1
37 BC2: DXT3
38 BC3: DXT5
39 BC5: RGTC
40 BC6H: BPTC float
41 BC7: BPTC
42 CS = compute shader: OpenCL-like shader
43 DS = domain shader: tessellation evaluation shader
44 HS = hull shader: tessellation control shader
45 IA = input assembler: primitive assembly
46 Input layout: vertex elements
47 OM = output merger: blender
48 PS = pixel shader: fragment shader
49 Primitive topology: primitive type
50 Resource: buffer or texture
51 Shader resource (view): sampler view
52 SO = stream out: transform feedback
53 Unordered access view: view supporting random read/write access (usually from compute shaders)
54
55 * Legend
56
57 -: features D3D11 has and Gallium lacks
58 +: features Gallium has and D3D11 lacks
59 !: differences between D3D11 and Gallium
60 *: possible improvements to Gallium
61 >: references to comparisons of special enumerations
62 #: comment
63
64 * Gallium functions with no direct D3D10/D3D11 equivalent
65
66 clear
67 + Gallium supports clearing both render targets and depth/stencil with a single call
68
69 draw_range_elements
70 + Gallium supports indexed draw with explicit range
71
72 fence_signalled
73 fence_finish
74 + D3D10/D3D11 don't appear to support explicit fencing; queries can often substitute though, and flushing is supported
75
76 set_clip_state
77 + Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them
78
79 set_polygon_stipple
80 + Gallium supports polygon stipple
81
82 resource_fill_region
83 + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views
84
85 * DirectX 10/11 DDI functions and Gallium equivalents
86
87 AbandonCommandList (D3D11 only)
88 - Gallium does not support deferred contexts
89
90 CalcPrivateBlendStateSize
91 CalcPrivateDepthStencilStateSize
92 CalcPrivateDepthStencilViewSize
93 CalcPrivateElementLayoutSize
94 CalcPrivateGeometryShaderWithStreamOutput
95 CalcPrivateOpenedResourceSize
96 CalcPrivateQuerySize
97 CalcPrivateRasterizerStateSize
98 CalcPrivateRenderTargetViewSize
99 CalcPrivateResourceSize
100 CalcPrivateSamplerSize
101 CalcPrivateShaderResourceViewSize
102 CalcPrivateShaderSize
103 CalcDeferredContextHandleSize (D3D11 only)
104 CalcPrivateCommandListSize (D3D11 only)
105 CalcPrivateDeferredContextSize (D3D11 only)
106 CalcPrivateTessellationShaderSize (D3D11 only)
107 CalcPrivateUnorderedAccessViewSize (D3D11 only)
108 ! D3D11 allocates private objects itself, using the size computed here
109 * Gallium could do something similar to be able to put the private data inline into state tracker objects: this would allow them to fit in the same cacheline and improve performance
110
111 CheckDeferredContextHandleSizes (D3D11 only)
112 - Gallium does not support deferred contexts
113
114 CheckFormatSupport -> screen->is_format_supported
115 ! Gallium passes usages to this function, D3D11 returns them
116 - Gallium does not differentiate between blendable and non-blendable render targets
117 ! Gallium includes sample count directly, D3D11 uses additional query
118
119 CheckMultisampleQualityLevels
120 ! is merged with is_format_supported
121
122 CommandListExecute (D3D11 only)
123 - Gallium does not support command lists
124
125 CopyStructureCount (D3D11 only)
126 - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
127
128 ClearDepthStencilView -> clear
129 ClearRenderTargetView -> clear
130 # D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view"
131 + Gallium allows to clear both depth/stencil and render target(s) in a single operation
132 + Gallium supports double-precision depth values (but not rgba values!)
133 * May want to also support double-precision rgba or use "float" for "depth"
134
135 ClearUnorderedAccessViewFloat (D3D11 only)
136 ClearUnorderedAccessViewUint (D3D11 only)
137 - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
138
139 CreateBlendState (extended in D3D10.1) -> create_blend_state
140 # D3D10 does not support per-RT blend modes (but per-RT blending), only D3D10.1 does
141 + Gallium supports logic ops
142 + Gallium supports dithering
143 + Gallium supports using the broadcast alpha component of the blend constant color
144
145 CreateCommandList (D3D11 only)
146 - Gallium does not support command lists
147
148 CreateComputeShader (D3D11 only)
149 - Gallium does not support compute shaders
150
151 CreateDeferredContext (D3D11 only)
152 - Gallium does not support deferred contexts
153
154 CreateDomainShader (D3D11 only)
155 - Gallium does not support domain shaders
156
157 CreateHullShader (D3D11 only)
158 - Gallium does not support hull shaders
159
160 CreateUnorderedAccessView (D3D11 only)
161 - Gallium does not support unordered access views
162
163 CreateDepthStencilState -> create_depth_stencil_alpha_state
164 ! D3D11 has both a global stencil enable, and front/back enables; Gallium has only front/back enables
165 + Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front
166 + Gallium supports the alpha test, which D3D11 lacks
167
168 CreateDepthStencilView -> get_tex_surface
169 CreateRenderTargetView -> get_tex_surface
170 ! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction
171 - lack of texture array support
172 - lack of render-to-buffer support
173 + Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory)
174
175 CreateElementLayout -> create_vertex_elements_state
176 ! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially
177 ! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0
178
179 CreateGeometryShader -> create_gs_state
180 CreateGeometryShaderWithStreamOutput -> create_gs_state
181 CreatePixelShader -> create_fs_state
182 CreateVertexShader -> create_vs_state
183 > bytecode is different (see D3d10tokenizedprogramformat.hpp)
184 ! D3D11 describes input/outputs separately from bytecode; Gallium has the tgsi_scan.c module to extract it from TGSI
185 @ TODO: look into DirectX 10/11 semantics specification and bytecode
186
187 CheckCounter
188 CheckCounterInfo
189 CreateQuery -> create_query
190 - Gallium only supports occlusion, primitives generated and primitives emitted queries
191 ! D3D11 implements fences with "event" queries
192 * TIMESTAMP could be implemented as an additional fields for other queries: some cards have hardware support for exactly this
193 * OCCLUSIONPREDICATE is required for the OpenGL v2 occlusion query functionality
194 * others are performance counters, we may want them but they are not critical
195
196 CreateRasterizerState
197 - Gallium lacks clamping of polygon offset depth biases
198 - Gallium lacks support to disable depth clipping
199 + Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT
200 + Gallium, like OpenGL, supports per-face polygon fill modes
201 + Gallium, like OpenGL, supports culling everything
202 + Gallium, like OpenGL, supports two-side lighting; D3D11 only has the facing attribute
203 + Gallium, like OpenGL, supports per-fill-mode polygon offset enables
204 + Gallium, like OpenGL, supports polygon smoothing
205 + Gallium, like OpenGL, supports polygon stipple
206 + Gallium, like OpenGL, supports point smoothing
207 + Gallium, like OpenGL, supports point sprites
208 + Gallium supports specifying point quad rasterization
209 + Gallium, like OpenGL, supports per-point point size
210 + Gallium, like OpenGL, supports line smoothing
211 + Gallium, like OpenGL, supports line stipple
212 + Gallium supports line last pixel rule specification
213 + Gallium, like OpenGL, supports provoking vertex convention
214 + Gallium supports D3D9 rasterization rules
215 + Gallium supports fixed line width
216 + Gallium supports fixed point size
217
218 CreateResource -> texture_create or buffer_create
219 ! D3D11 passes the dimensions of all mipmap levels to the create call, while Gallium has an implicit floor(x/2) rule
220 # Note that hardware often has the implicit rule, so the D3D11 interface seems to make little sense
221 # Also, the D3D11 API does not allow the user to specify mipmap sizes, so this really seems a dubious decision on Microsoft's part
222 - D3D11 supports specifying initial data to write in the resource
223 - Gallium lacks support for stream output buffer usage
224 - Gallium does not support unordered access buffers
225 ! D3D11 specifies mapping flags (i.e. read/write/discard);:it's unclear what they are used for here
226 - 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)
227 - Gallium does not support indirect draw call parameter buffers
228 - Gallium lacks array textures
229 ! D3D11 supports specifying hardware modes and other stuff here for scanout resources
230 + Gallium allows specifying minimum buffer alignment
231 ! D3D11 implements cube maps as 2D array textures
232
233 CreateSampler
234 - D3D11 supports a monochrome convolution filter for "text filtering"
235 + Gallium supports non-normalized coordinates
236 + Gallium supports CLAMP, MIRROR_CLAMP and MIRROR_CLAMP_TO_BORDER
237 + Gallium supports setting min/max/mip filters and anisotropy independently
238
239 CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view
240 - Gallium lacks sampler views over buffers
241 - Gallium lacks texture arrays, and cube map views over texture arrays
242 + Gallium supports specifying a swizzle
243 ! D3D11 implements "cube views" as views into a 2D array texture
244
245 CsSetConstantBuffers (D3D11 only)
246 CsSetSamplers (D3D11 only)
247 CsSetShader (D3D11 only)
248 CsSetShaderResources (D3D11 only)
249 CsSetShaderWithIfaces (D3D11 only)
250 CsSetUnorderedAccessViews (D3D11 only)
251 - Gallium does not support compute shaders
252
253 DestroyBlendState
254 DestroyCommandList (D3D11 only)
255 DestroyDepthStencilState
256 DestroyDepthStencilView
257 DestroyDevice
258 DestroyElementLayout
259 DestroyQuery
260 DestroyRasterizerState
261 DestroyRenderTargetView
262 DestroyResource
263 DestroySampler
264 DestroyShader
265 DestroyShaderResourceView
266 DestroyUnorderedAccessView (D3D11 only)
267 # these are trivial
268
269 Dispatch (D3D11 only)
270 - Gallium does not support compute shaders
271
272 DispatchIndirect (D3D11 only)
273 - Gallium does not support compute shaders
274
275 Draw -> draw_arrays
276 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
277
278 DrawAuto
279 - Gallium lacks stream out and DrawAuto
280
281 DrawIndexed -> draw_elements
282 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
283 * may want to add a separate set_index_buffer
284 - Gallium lacks base vertex for indexed draw calls
285 + D3D11 lacks draw_range_elements functionality, which is required for OpenGL
286
287 DrawIndexedInstanced -> draw_elements_instanced
288 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
289 * may want to add a separate set_index_buffer
290 - Gallium lacks base vertex for indexed draw calls
291
292 DrawIndexedInstancedIndirect (D3D11 only) -> call draw_elements_instanced multiple times in software
293 # this allows to use an hardware buffer to specify the parameters for multiple draw_elements_instanced calls
294 - Gallium does not support draw call parameter buffers and indirect draw
295
296 DrawInstanced -> draw_arrays_instanced
297 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
298
299 DrawInstancedIndirect (D3D11 only) -> call draw_arrays_instanced multiple times in software
300 # this allows to use an hardware buffer to specify the parameters for multiple draw_arrays_instanced calls
301 - Gallium does not support draw call parameter buffers and indirect draws
302
303 DsSetConstantBuffers (D3D11 only)
304 DsSetSamplers (D3D11 only)
305 DsSetShader (D3D11 only)
306 DsSetShaderResources (D3D11 only)
307 DsSetShaderWithIfaces (D3D11 only)
308 - Gallium does not support domain shaders
309
310 Flush -> flush
311 ! Gallium supports fencing and several kinds of flushing here, D3D11 just has a dumb glFlush-like function
312
313 GenMips
314 - Gallium lacks a mipmap generation interface, and does this manually with the 3D engine
315 * it may be useful to add a mipmap generation interface, since the hardware (especially older cards) may have a better way than using the 3D engine
316
317 GsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_GEOMETRY, i, phBuffers[i])
318
319 GsSetSamplers
320 - Gallium does not support sampling in geometry shaders
321
322 GsSetShader -> bind_gs_state
323
324 GsSetShaderWithIfaces (D3D11 only)
325 - Gallium does not support shader interfaces
326
327 GsSetShaderResources
328 - Gallium does not support sampling in geometry shaders
329
330 HsSetConstantBuffers (D3D11 only)
331 HsSetSamplers (D3D11 only)
332 HsSetShader (D3D11 only)
333 HsSetShaderResources (D3D11 only)
334 HsSetShaderWithIfaces (D3D11 only)
335 - Gallium does not support hull shaders
336
337 IaSetIndexBuffer
338 ! Gallium passes this to the draw_elements or draw_elements_instanced calls
339 + Gallium supports 8-bit indices
340 ! the D3D11 interface allows index-size-unaligned byte offsets into index buffers; it's not clear whether they actually work
341
342 IaSetInputLayout -> bind_vertex_elements_state
343
344 IaSetTopology
345 ! Gallium passes the topology = primitive type to the draw calls
346 * may want to add an interface for this
347 - Gallium lacks support for DirectX 11 tessellated primitives
348 + Gallium supports line loops, triangle fans, quads, quad strips and polygons
349
350 IaSetVertexBuffers -> set_vertex_buffers
351 + Gallium allows to specify a max_index here
352 - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset
353
354 OpenResource -> texture_from_handle
355
356 PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i])
357 * may want to split into fragment/vertex-specific versions
358
359 PsSetSamplers -> bind_fragment_sampler_states
360 * may want to allow binding subsets instead of all at once
361
362 PsSetShader -> bind_fs_state
363
364 PsSetShaderWithIfaces (D3D11 only)
365 - Gallium does not support shader interfaces
366
367 PsSetShaderResources -> set_fragment_sampler_views
368 * may want to allow binding subsets instead of all at once
369
370 QueryBegin -> begin_query
371
372 QueryEnd -> end_query
373
374 QueryGetData -> get_query_result
375 - D3D11 supports reading an arbitrary data chunk for query results, Gallium only supports reading a 64-bit integer
376 + D3D11 doesn't seem to support actually waiting for the query result (?!)
377 - D3D11 supports optionally not flushing command buffers here and instead returning DXGI_DDI_ERR_WASSTILLDRAWING
378
379 RecycleCommandList (D3D11 only)
380 RecycleCreateCommandList (D3D11 only)
381 RecycleDestroyCommandList (D3D11 only)
382 - Gallium does not support command lists
383
384 RecycleCreateDeferredContext (D3D11 only)
385 - Gallium does not support deferred contexts
386
387 RelocateDeviceFuncs
388 - Gallium does not support moving pipe_context, while D3D11 seems to, using this
389
390 ResetPrimitiveID (D3D10.1+ only, #ifdef D3D10PSGP)
391 # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf)
392 # presumably this resets the primitive id system value
393 - Gallium does not support vertex pipeline bypass anymore
394
395 ResourceCopy
396 ResourceCopyRegion
397 ResourceConvert (D3D10.1+ only)
398 ResourceConvertRegion (D3D10.1+ only)
399 -> resource_copy_region
400 - Gallium does not support hardware buffer copies
401 - Gallium does not support copying 3D texture subregions in a single call
402
403 ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced
404 - Gallium does not support checking reference for a whole texture, but only a specific surface
405
406 ResourceReadAfterWriteHazard
407 ! Gallium specifies hides this, except for the render and texture caches
408
409 ResourceResolveSubresource -> resource_resolve
410
411 ResourceMap
412 ResourceUnmap
413 DynamicConstantBufferMapDiscard
414 DynamicConstantBufferUnmap
415 DynamicIABufferMapDiscard
416 DynamicIABufferMapNoOverwrite
417 DynamicIABufferUnmap
418 DynamicResourceMapDiscard
419 DynamicResourceUnmap
420 StagingResourceMap
421 StagingResourceUnmap
422 -> buffer_map / buffer_unmap
423 -> transfer functions
424 ! Gallium and D3D have different semantics for transfers
425 * D3D separates vertex/index buffers from constant buffers
426 ! D3D separates some buffer flags into specialized calls
427
428 ResourceUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
429 DefaultConstantBufferUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
430
431 SetBlendState -> bind_blend_state, set_blend_color and set_sample_mask
432 ! D3D11 fuses bind_blend_state, set_blend_color and set_sample_mask in a single function
433
434 SetDepthStencilState -> bind_depth_stencil_alpha_state and set_stencil_ref
435 ! D3D11 fuses bind_depth_stencil_alpha_state and set_stencil_ref in a single function
436
437 SetPredication -> render_condition
438 # here both D3D11 and Gallium seem very limited (hardware is too, probably though)
439 # ideally, we should support nested conditional rendering, as well as more complex tests (checking for an arbitrary range, after an AND with arbitrary mask )
440 # of couse, hardware support is probably as limited as OpenGL/D3D11
441 + Gallium, like NV_conditional_render, supports by-region and wait flags
442 - D3D11 supports predication conditional on being equal any value (along with occlusion predicates); Gallium only supports on non-zero
443
444 SetRasterizerState -> bind_rasterizer_state
445
446 SetRenderTargets (extended in D3D11) -> set_framebuffer_state
447 ! Gallium passed a width/height here, D3D11 does not
448 ! Gallium lacks ClearTargets (but this is redundant and the driver can trivially compute this if desired)
449 - Gallium does not support unordered access views
450 - Gallium does not support geometry shader selection of texture array image / 3D texture zslice
451
452 SetResourceMinLOD (D3D11 only)
453 - Gallium does not support min lod directly on textures
454
455 SetScissorRects
456 - Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has
457
458 SetTextFilterSize
459 - Gallium lacks support for text filters
460
461 SetVertexPipelineOutput (D3D10.1+ only)
462 # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf)
463 - Gallium does not support vertex pipeline bypass anymore
464
465 SetViewports
466 - Gallium lacks support for multiple geometry-shader-selectable viewports D3D11 has
467
468 ShaderResourceViewReadAfterWriteHazard -> flush(PIPE_FLUSH_RENDER_CACHE)
469 - Gallium does not support specifying this per-render-target/view
470
471 SoSetTargets
472 - Gallium does not support stream out
473
474 VsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_VERTEX, i, phBuffers[i])
475 * may want to split into fragment/vertex-specific versions
476
477 VsSetSamplers -> bind_vertex_sampler_states
478 * may want to allow binding subsets instead of all at once
479
480 VsSetShader -> bind_vs_state
481
482 VsSetShaderWithIfaces (D3D11 only)
483 - Gallium does not support shader interfaces
484
485 VsSetShaderResources -> set_fragment_sampler_views
486 * may want to allow binding subsets instead of all at once