Merge remote branch 'origin/master' into nv50-compiler
[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 fence_signalled
70 fence_finish
71 + D3D10/D3D11 don't appear to support explicit fencing; queries can often substitute though, and flushing is supported
72
73 set_clip_state
74 + Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them
75
76 set_polygon_stipple
77 + Gallium supports polygon stipple
78
79 clearRT/clearDS
80 + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views
81
82 * DirectX 10/11 DDI functions and Gallium equivalents
83
84 AbandonCommandList (D3D11 only)
85 - Gallium does not support deferred contexts
86
87 CalcPrivateBlendStateSize
88 CalcPrivateDepthStencilStateSize
89 CalcPrivateDepthStencilViewSize
90 CalcPrivateElementLayoutSize
91 CalcPrivateGeometryShaderWithStreamOutput
92 CalcPrivateOpenedResourceSize
93 CalcPrivateQuerySize
94 CalcPrivateRasterizerStateSize
95 CalcPrivateRenderTargetViewSize
96 CalcPrivateResourceSize
97 CalcPrivateSamplerSize
98 CalcPrivateShaderResourceViewSize
99 CalcPrivateShaderSize
100 CalcDeferredContextHandleSize (D3D11 only)
101 CalcPrivateCommandListSize (D3D11 only)
102 CalcPrivateDeferredContextSize (D3D11 only)
103 CalcPrivateTessellationShaderSize (D3D11 only)
104 CalcPrivateUnorderedAccessViewSize (D3D11 only)
105 ! D3D11 allocates private objects itself, using the size computed here
106 * 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
107
108 CheckDeferredContextHandleSizes (D3D11 only)
109 - Gallium does not support deferred contexts
110
111 CheckFormatSupport -> screen->is_format_supported
112 ! Gallium passes usages to this function, D3D11 returns them
113 - Gallium does not differentiate between blendable and non-blendable render targets
114 ! Gallium includes sample count directly, D3D11 uses additional query
115
116 CheckMultisampleQualityLevels
117 ! is merged with is_format_supported
118
119 CommandListExecute (D3D11 only)
120 - Gallium does not support command lists
121
122 CopyStructureCount (D3D11 only)
123 - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
124
125 ClearDepthStencilView -> clear
126 ClearRenderTargetView -> clear
127 # D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view"
128 + Gallium allows to clear both depth/stencil and render target(s) in a single operation
129 + Gallium supports double-precision depth values (but not rgba values!)
130 * May want to also support double-precision rgba or use "float" for "depth"
131
132 ClearUnorderedAccessViewFloat (D3D11 only)
133 ClearUnorderedAccessViewUint (D3D11 only)
134 - Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
135
136 CreateBlendState (extended in D3D10.1) -> create_blend_state
137 # D3D10 does not support per-RT blend modes (but per-RT blending), only D3D10.1 does
138 + Gallium supports logic ops
139 + Gallium supports dithering
140 + Gallium supports using the broadcast alpha component of the blend constant color
141
142 CreateCommandList (D3D11 only)
143 - Gallium does not support command lists
144
145 CreateComputeShader (D3D11 only)
146 - Gallium does not support compute shaders
147
148 CreateDeferredContext (D3D11 only)
149 - Gallium does not support deferred contexts
150
151 CreateDomainShader (D3D11 only)
152 - Gallium does not support domain shaders
153
154 CreateHullShader (D3D11 only)
155 - Gallium does not support hull shaders
156
157 CreateUnorderedAccessView (D3D11 only)
158 - Gallium does not support unordered access views
159
160 CreateDepthStencilState -> create_depth_stencil_alpha_state
161 ! D3D11 has both a global stencil enable, and front/back enables; Gallium has only front/back enables
162 + Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front
163 + Gallium supports the alpha test, which D3D11 lacks
164
165 CreateDepthStencilView -> get_tex_surface
166 CreateRenderTargetView -> get_tex_surface
167 ! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction
168 - lack of texture array support
169 - lack of render-to-buffer support
170 + Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory)
171
172 CreateElementLayout -> create_vertex_elements_state
173 ! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially
174 ! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0
175
176 CreateGeometryShader -> create_gs_state
177 CreateGeometryShaderWithStreamOutput -> create_gs_state + create_stream_output_state
178 CreatePixelShader -> create_fs_state
179 CreateVertexShader -> create_vs_state
180 > bytecode is different (see D3d10tokenizedprogramformat.hpp)
181 ! D3D11 describes input/outputs separately from bytecode; Gallium has the tgsi_scan.c module to extract it from TGSI
182 @ TODO: look into DirectX 10/11 semantics specification and bytecode
183
184 CheckCounter
185 CheckCounterInfo
186 CreateQuery -> create_query
187 - Gallium only supports occlusion, primitives generated and primitives emitted queries
188 ! D3D11 implements fences with "event" queries
189 * TIMESTAMP could be implemented as an additional fields for other queries: some cards have hardware support for exactly this
190 * OCCLUSIONPREDICATE is required for the OpenGL v2 occlusion query functionality
191 * others are performance counters, we may want them but they are not critical
192
193 CreateRasterizerState
194 - Gallium lacks clamping of polygon offset depth biases
195 - Gallium lacks support to disable depth clipping
196 + Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT
197 + Gallium, like OpenGL, supports per-face polygon fill modes
198 + Gallium, like OpenGL, supports culling everything
199 + Gallium, like OpenGL, supports two-side lighting; D3D11 only has the facing attribute
200 + Gallium, like OpenGL, supports per-fill-mode polygon offset enables
201 + Gallium, like OpenGL, supports polygon smoothing
202 + Gallium, like OpenGL, supports polygon stipple
203 + Gallium, like OpenGL, supports point smoothing
204 + Gallium, like OpenGL, supports point sprites
205 + Gallium supports specifying point quad rasterization
206 + Gallium, like OpenGL, supports per-point point size
207 + Gallium, like OpenGL, supports line smoothing
208 + Gallium, like OpenGL, supports line stipple
209 + Gallium supports line last pixel rule specification
210 + Gallium, like OpenGL, supports provoking vertex convention
211 + Gallium supports D3D9 rasterization rules
212 + Gallium supports fixed line width
213 + Gallium supports fixed point size
214
215 CreateResource -> texture_create or buffer_create
216 ! D3D11 passes the dimensions of all mipmap levels to the create call, while Gallium has an implicit floor(x/2) rule
217 # Note that hardware often has the implicit rule, so the D3D11 interface seems to make little sense
218 # Also, the D3D11 API does not allow the user to specify mipmap sizes, so this really seems a dubious decision on Microsoft's part
219 - D3D11 supports specifying initial data to write in the resource
220 - Gallium does not support unordered access buffers
221 ! D3D11 specifies mapping flags (i.e. read/write/discard);:it's unclear what they are used for here
222 - 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)
223 - Gallium does not support indirect draw call parameter buffers
224 - Gallium lacks array textures
225 ! D3D11 supports specifying hardware modes and other stuff here for scanout resources
226 + Gallium allows specifying minimum buffer alignment
227 ! D3D11 implements cube maps as 2D array textures
228
229 CreateSampler
230 - D3D11 supports a monochrome convolution filter for "text filtering"
231 + Gallium supports non-normalized coordinates
232 + Gallium supports CLAMP, MIRROR_CLAMP and MIRROR_CLAMP_TO_BORDER
233 + Gallium supports setting min/max/mip filters and anisotropy independently
234
235 CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view
236 - Gallium lacks sampler views over buffers
237 - Gallium lacks texture arrays, and cube map views over texture arrays
238 + Gallium supports specifying a swizzle
239 ! D3D11 implements "cube views" as views into a 2D array texture
240
241 CsSetConstantBuffers (D3D11 only)
242 CsSetSamplers (D3D11 only)
243 CsSetShader (D3D11 only)
244 CsSetShaderResources (D3D11 only)
245 CsSetShaderWithIfaces (D3D11 only)
246 CsSetUnorderedAccessViews (D3D11 only)
247 - Gallium does not support compute shaders
248
249 DestroyBlendState
250 DestroyCommandList (D3D11 only)
251 DestroyDepthStencilState
252 DestroyDepthStencilView
253 DestroyDevice
254 DestroyElementLayout
255 DestroyQuery
256 DestroyRasterizerState
257 DestroyRenderTargetView
258 DestroyResource
259 DestroySampler
260 DestroyShader
261 DestroyShaderResourceView
262 DestroyUnorderedAccessView (D3D11 only)
263 # these are trivial
264
265 Dispatch (D3D11 only)
266 - Gallium does not support compute shaders
267
268 DispatchIndirect (D3D11 only)
269 - Gallium does not support compute shaders
270
271 Draw -> draw_vbo
272 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
273
274 DrawAuto -> draw_auto
275
276 DrawIndexed -> draw_vbo
277 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
278 + D3D11 lacks explicit range, which is required for OpenGL
279
280 DrawIndexedInstanced -> draw_vbo
281 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
282
283 DrawIndexedInstancedIndirect (D3D11 only)
284 # this allows to use an hardware buffer to specify the parameters for multiple draw_vbo calls
285 - Gallium does not support draw call parameter buffers and indirect draw
286
287 DrawInstanced -> draw_vbo
288 ! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
289
290 DrawInstancedIndirect (D3D11 only)
291 # this allows to use an hardware buffer to specify the parameters for multiple draw_vbo calls
292 - Gallium does not support draw call parameter buffers and indirect draws
293
294 DsSetConstantBuffers (D3D11 only)
295 DsSetSamplers (D3D11 only)
296 DsSetShader (D3D11 only)
297 DsSetShaderResources (D3D11 only)
298 DsSetShaderWithIfaces (D3D11 only)
299 - Gallium does not support domain shaders
300
301 Flush -> flush
302 ! Gallium supports fencing and several kinds of flushing here, D3D11 just has a dumb glFlush-like function
303
304 GenMips
305 - Gallium lacks a mipmap generation interface, and does this manually with the 3D engine
306 * 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
307
308 GsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_GEOMETRY, i, phBuffers[i])
309
310 GsSetSamplers
311 - Gallium does not support sampling in geometry shaders
312
313 GsSetShader -> bind_gs_state
314
315 GsSetShaderWithIfaces (D3D11 only)
316 - Gallium does not support shader interfaces
317
318 GsSetShaderResources
319 - Gallium does not support sampling in geometry shaders
320
321 HsSetConstantBuffers (D3D11 only)
322 HsSetSamplers (D3D11 only)
323 HsSetShader (D3D11 only)
324 HsSetShaderResources (D3D11 only)
325 HsSetShaderWithIfaces (D3D11 only)
326 - Gallium does not support hull shaders
327
328 IaSetIndexBuffer -> set_index_buffer
329 + Gallium supports 8-bit indices
330 # the D3D11 interface allows index-size-unaligned byte offsets into the index buffer; most drivers will abort with an assertion
331
332 IaSetInputLayout -> bind_vertex_elements_state
333
334 IaSetTopology
335 ! Gallium passes the topology = primitive type to the draw calls
336 * may want to add an interface for this
337 - Gallium lacks support for DirectX 11 tessellated primitives
338 + Gallium supports line loops, triangle fans, quads, quad strips and polygons
339
340 IaSetVertexBuffers -> set_vertex_buffers
341 + Gallium allows to specify a max_index here
342 - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset
343
344 OpenResource -> texture_from_handle
345
346 PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i])
347 * may want to split into fragment/vertex-specific versions
348
349 PsSetSamplers -> bind_fragment_sampler_states
350 * may want to allow binding subsets instead of all at once
351
352 PsSetShader -> bind_fs_state
353
354 PsSetShaderWithIfaces (D3D11 only)
355 - Gallium does not support shader interfaces
356
357 PsSetShaderResources -> set_fragment_sampler_views
358 * may want to allow binding subsets instead of all at once
359
360 QueryBegin -> begin_query
361
362 QueryEnd -> end_query
363
364 QueryGetData -> get_query_result
365 - D3D11 supports reading an arbitrary data chunk for query results, Gallium only supports reading a 64-bit integer
366 + D3D11 doesn't seem to support actually waiting for the query result (?!)
367 - D3D11 supports optionally not flushing command buffers here and instead returning DXGI_DDI_ERR_WASSTILLDRAWING
368
369 RecycleCommandList (D3D11 only)
370 RecycleCreateCommandList (D3D11 only)
371 RecycleDestroyCommandList (D3D11 only)
372 - Gallium does not support command lists
373
374 RecycleCreateDeferredContext (D3D11 only)
375 - Gallium does not support deferred contexts
376
377 RelocateDeviceFuncs
378 - Gallium does not support moving pipe_context, while D3D11 seems to, using this
379
380 ResetPrimitiveID (D3D10.1+ only, #ifdef D3D10PSGP)
381 # 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)
382 # presumably this resets the primitive id system value
383 - Gallium does not support vertex pipeline bypass anymore
384
385 ResourceCopy
386 ResourceCopyRegion
387 ResourceConvert (D3D10.1+ only)
388 ResourceConvertRegion (D3D10.1+ only)
389 -> resource_copy_region
390 - Gallium does not support hardware buffer copies
391 - Gallium does not support copying 3D texture subregions in a single call
392
393 ResourceIsStagingBusy -> is_texture_referenced, is_buffer_referenced
394 - Gallium does not support checking reference for a whole texture, but only a specific surface
395
396 ResourceReadAfterWriteHazard
397 ! Gallium specifies hides this, except for the render and texture caches
398
399 ResourceResolveSubresource -> resource_resolve
400
401 ResourceMap
402 ResourceUnmap
403 DynamicConstantBufferMapDiscard
404 DynamicConstantBufferUnmap
405 DynamicIABufferMapDiscard
406 DynamicIABufferMapNoOverwrite
407 DynamicIABufferUnmap
408 DynamicResourceMapDiscard
409 DynamicResourceUnmap
410 StagingResourceMap
411 StagingResourceUnmap
412 -> buffer_map / buffer_unmap
413 -> transfer functions
414 ! Gallium and D3D have different semantics for transfers
415 * D3D separates vertex/index buffers from constant buffers
416 ! D3D separates some buffer flags into specialized calls
417
418 ResourceUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
419 DefaultConstantBufferUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
420
421 SetBlendState -> bind_blend_state, set_blend_color and set_sample_mask
422 ! D3D11 fuses bind_blend_state, set_blend_color and set_sample_mask in a single function
423
424 SetDepthStencilState -> bind_depth_stencil_alpha_state and set_stencil_ref
425 ! D3D11 fuses bind_depth_stencil_alpha_state and set_stencil_ref in a single function
426
427 SetPredication -> render_condition
428 # here both D3D11 and Gallium seem very limited (hardware is too, probably though)
429 # ideally, we should support nested conditional rendering, as well as more complex tests (checking for an arbitrary range, after an AND with arbitrary mask )
430 # of couse, hardware support is probably as limited as OpenGL/D3D11
431 + Gallium, like NV_conditional_render, supports by-region and wait flags
432 - D3D11 supports predication conditional on being equal any value (along with occlusion predicates); Gallium only supports on non-zero
433
434 SetRasterizerState -> bind_rasterizer_state
435
436 SetRenderTargets (extended in D3D11) -> set_framebuffer_state
437 ! Gallium passed a width/height here, D3D11 does not
438 ! Gallium lacks ClearTargets (but this is redundant and the driver can trivially compute this if desired)
439 - Gallium does not support unordered access views
440 - Gallium does not support geometry shader selection of texture array image / 3D texture zslice
441
442 SetResourceMinLOD (D3D11 only)
443 - Gallium does not support min lod directly on textures
444
445 SetScissorRects
446 - Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has
447
448 SetTextFilterSize
449 - Gallium lacks support for text filters
450
451 SetVertexPipelineOutput (D3D10.1+ only)
452 # 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)
453 - Gallium does not support vertex pipeline bypass anymore
454
455 SetViewports
456 - Gallium lacks support for multiple geometry-shader-selectable viewports D3D11 has
457
458 ShaderResourceViewReadAfterWriteHazard -> flush(PIPE_FLUSH_RENDER_CACHE)
459 - Gallium does not support specifying this per-render-target/view
460
461 SoSetTargets -> set_stream_output_buffers
462
463 VsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_VERTEX, i, phBuffers[i])
464 * may want to split into fragment/vertex-specific versions
465
466 VsSetSamplers -> bind_vertex_sampler_states
467 * may want to allow binding subsets instead of all at once
468
469 VsSetShader -> bind_vs_state
470
471 VsSetShaderWithIfaces (D3D11 only)
472 - Gallium does not support shader interfaces
473
474 VsSetShaderResources -> set_fragment_sampler_views
475 * may want to allow binding subsets instead of all at once