gallium: unify transfer functions
[mesa.git] / src / gallium / docs / source / context.rst
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 and geometry samplers. Note that sampler states are set en masse.
29 If M is the max number of sampler units supported by the driver and N
30 samplers are bound with ``bind_fragment_sampler_states`` then sampler
31 units N..M-1 are considered disabled/NULL.
32 * :ref:`Rasterizer`: ``*_rasterizer_state``
33 * :ref:`Depth, Stencil, & Alpha`: ``*_depth_stencil_alpha_state``
34 * :ref:`Shader`: These are create, bind and destroy methods for vertex,
35 fragment and geometry shaders.
36 * :ref:`Vertex Elements`: ``*_vertex_elements_state``
37
38
39 Resource Binding State
40 ^^^^^^^^^^^^^^^^^^^^^^
41
42 This state describes how resources in various flavours (textures,
43 buffers, surfaces) are bound to the driver.
44
45
46 * ``set_constant_buffer`` sets a constant buffer to be used for a given shader
47 type. index is used to indicate which buffer to set (some apis may allow
48 multiple ones to be set, and binding a specific one later, though drivers
49 are mostly restricted to the first one right now).
50
51 * ``set_framebuffer_state``
52
53 * ``set_vertex_buffers``
54
55 * ``set_index_buffer``
56
57
58 Non-CSO State
59 ^^^^^^^^^^^^^
60
61 These pieces of state are too small, variable, and/or trivial to have CSO
62 objects. They all follow simple, one-method binding calls, e.g.
63 ``set_blend_color``.
64
65 * ``set_stencil_ref`` sets the stencil front and back reference values
66 which are used as comparison values in stencil test.
67 * ``set_blend_color``
68 * ``set_sample_mask``
69 * ``set_clip_state``
70 * ``set_polygon_stipple``
71 * ``set_scissor_state`` sets the bounds for the scissor test, which culls
72 pixels before blending to render targets. If the :ref:`Rasterizer` does
73 not have the scissor test enabled, then the scissor bounds never need to
74 be set since they will not be used. Note that scissor xmin and ymin are
75 inclusive, but xmax and ymax are exclusive. The inclusive ranges in x
76 and y would be [xmin..xmax-1] and [ymin..ymax-1].
77 * ``set_viewport_state``
78
79
80 Sampler Views
81 ^^^^^^^^^^^^^
82
83 These are the means to bind textures to shader stages. To create one, specify
84 its format, swizzle and LOD range in sampler view template.
85
86 If texture format is different than template format, it is said the texture
87 is being cast to another format. Casting can be done only between compatible
88 formats, that is formats that have matching component order and sizes.
89
90 Swizzle fields specify they way in which fetched texel components are placed
91 in the result register. For example, ``swizzle_r`` specifies what is going to be
92 placed in first component of result register.
93
94 The ``first_level`` and ``last_level`` fields of sampler view template specify
95 the LOD range the texture is going to be constrained to. Note that these
96 values are in addition to the respective min_lod, max_lod values in the
97 pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
98 level used for sampling from the resource is effectively the fifth).
99
100 The ``first_layer`` and ``last_layer`` fields specify the layer range the
101 texture is going to be constrained to. Similar to the LOD range, this is added
102 to the array index which is used for sampling.
103
104 * ``set_fragment_sampler_views`` binds an array of sampler views to
105 fragment shader stage. Every binding point acquires a reference
106 to a respective sampler view and releases a reference to the previous
107 sampler view. If M is the maximum number of sampler units and N units
108 is passed to set_fragment_sampler_views, the driver should unbind the
109 sampler views for units N..M-1.
110
111 * ``set_vertex_sampler_views`` binds an array of sampler views to vertex
112 shader stage. Every binding point acquires a reference to a respective
113 sampler view and releases a reference to the previous sampler view.
114
115 * ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
116 with the sampler view which results in sampler view holding a reference
117 to the texture. Format specified in template must be compatible
118 with texture format.
119
120 * ``sampler_view_destroy`` destroys a sampler view and releases its reference
121 to associated texture.
122
123 Shader Resources
124 ^^^^^^^^^^^^^^^^
125
126 Shader resources are textures or buffers that may be read or written
127 from a shader without an associated sampler. This means that they
128 have no support for floating point coordinates, address wrap modes or
129 filtering.
130
131 Shader resources are specified for all the shader stages at once using
132 the ``set_shader_resources`` method. When binding texture resources,
133 the ``level``, ``first_layer`` and ``last_layer`` pipe_surface fields
134 specify the mipmap level and the range of layers the texture will be
135 constrained to. In the case of buffers, ``first_element`` and
136 ``last_element`` specify the range within the buffer that will be used
137 by the shader resource. Writes to a shader resource are only allowed
138 when the ``writable`` flag is set.
139
140 Surfaces
141 ^^^^^^^^
142
143 These are the means to use resources as color render targets or depthstencil
144 attachments. To create one, specify the mip level, the range of layers, and
145 the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
146 Note that layer values are in addition to what is indicated by the geometry
147 shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
148 shader indicates index 2, the 5th layer of the resource will be used). These
149 first_layer and last_layer parameters will only be used for 1d array, 2d array,
150 cube, and 3d textures otherwise they are 0.
151
152 * ``create_surface`` creates a new surface.
153
154 * ``surface_destroy`` destroys a surface and releases its reference to the
155 associated resource.
156
157 Stream output targets
158 ^^^^^^^^^^^^^^^^^^^^^
159
160 Stream output, also known as transform feedback, allows writing the primitives
161 produced by the vertex pipeline to buffers. This is done after the geometry
162 shader or vertex shader if no geometry shader is present.
163
164 The stream output targets are views into buffer resources which can be bound
165 as stream outputs and specify a memory range where it's valid to write
166 primitives. The pipe driver must implement memory protection such that any
167 primitives written outside of the specified memory range are discarded.
168
169 Two stream output targets can use the same resource at the same time, but
170 with a disjoint memory range.
171
172 Additionally, the stream output target internally maintains the offset
173 into the buffer which is incremented everytime something is written to it.
174 The internal offset is equal to how much data has already been written.
175 It can be stored in device memory and the CPU actually doesn't have to query
176 it.
177
178 The stream output target can be used in a draw command to provide
179 the vertex count. The vertex count is derived from the internal offset
180 discussed above.
181
182 * ``create_stream_output_target`` create a new target.
183
184 * ``stream_output_target_destroy`` destroys a target. Users of this should
185 use pipe_so_target_reference instead.
186
187 * ``set_stream_output_targets`` binds stream output targets. The parameter
188 append_bitmask is a bitmask, where the i-th bit specifies whether new
189 primitives should be appended to the i-th buffer (writing starts at
190 the internal offset), or whether writing should start at the beginning
191 (the internal offset is effectively set to 0).
192
193 NOTE: The currently-bound vertex or geometry shader must be compiled with
194 the properly-filled-in structure pipe_stream_output_info describing which
195 outputs should be written to buffers and how. The structure is part of
196 pipe_shader_state.
197
198 Clearing
199 ^^^^^^^^
200
201 Clear is one of the most difficult concepts to nail down to a single
202 interface (due to both different requirements from APIs and also driver/hw
203 specific differences).
204
205 ``clear`` initializes some or all of the surfaces currently bound to
206 the framebuffer to particular RGBA, depth, or stencil values.
207 Currently, this does not take into account color or stencil write masks (as
208 used by GL), and always clears the whole surfaces (no scissoring as used by
209 GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
210 only depth or stencil in a combined depth/stencil surface, if the driver
211 supports PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE.
212 If a surface includes several layers then all layers will be cleared.
213
214 ``clear_render_target`` clears a single color rendertarget with the specified
215 color value. While it is only possible to clear one surface at a time (which can
216 include several layers), this surface need not be bound to the framebuffer.
217
218 ``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
219 with the specified depth and stencil values (for combined depth/stencil buffers,
220 is is also possible to only clear one or the other part). While it is only
221 possible to clear one surface at a time (which can include several layers),
222 this surface need not be bound to the framebuffer.
223
224
225 Drawing
226 ^^^^^^^
227
228 ``draw_vbo`` draws a specified primitive. The primitive mode and other
229 properties are described by ``pipe_draw_info``.
230
231 The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
232 the mode of the primitive and the vertices to be fetched, in the range between
233 ``start`` to ``start``+``count``-1, inclusive.
234
235 Every instance with instanceID in the range between ``start_instance`` and
236 ``start_instance``+``instance_count``-1, inclusive, will be drawn.
237
238 If there is an index buffer bound, and ``indexed`` field is true, all vertex
239 indices will be looked up in the index buffer.
240
241 In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
242 and upper bound of the indices contained in the index buffer inside the range
243 between ``start`` to ``start``+``count``-1. This allows the driver to
244 determine which subset of vertices will be referenced during te draw call
245 without having to scan the index buffer. Providing a over-estimation of the
246 the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
247 0xffffffff respectively, must give exactly the same rendering, albeit with less
248 performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
249 processed. Providing a underestimation of the true bounds will result in
250 undefined behavior, but should not result in program or system failure.
251
252 In case of non-indexed draw, ``min_index`` should be set to
253 ``start`` and ``max_index`` should be set to ``start``+``count``-1.
254
255 ``index_bias`` is a value added to every vertex index after lookup and before
256 fetching vertex attributes.
257
258 When drawing indexed primitives, the primitive restart index can be
259 used to draw disjoint primitive strips. For example, several separate
260 line strips can be drawn by designating a special index value as the
261 restart index. The ``primitive_restart`` flag enables/disables this
262 feature. The ``restart_index`` field specifies the restart index value.
263
264 When primitive restart is in use, array indexes are compared to the
265 restart index before adding the index_bias offset.
266
267 If a given vertex element has ``instance_divisor`` set to 0, it is said
268 it contains per-vertex data and effective vertex attribute address needs
269 to be recalculated for every index.
270
271 attribAddr = ``stride`` * index + ``src_offset``
272
273 If a given vertex element has ``instance_divisor`` set to non-zero,
274 it is said it contains per-instance data and effective vertex attribute
275 address needs to recalculated for every ``instance_divisor``-th instance.
276
277 attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
278
279 In the above formulas, ``src_offset`` is taken from the given vertex element
280 and ``stride`` is taken from a vertex buffer associated with the given
281 vertex element.
282
283 The calculated attribAddr is used as an offset into the vertex buffer to
284 fetch the attribute data.
285
286 The value of ``instanceID`` can be read in a vertex shader through a system
287 value register declared with INSTANCEID semantic name.
288
289
290 Queries
291 ^^^^^^^
292
293 Queries gather some statistic from the 3D pipeline over one or more
294 draws. Queries may be nested, though only d3d1x currently exercises this.
295
296 Queries can be created with ``create_query`` and deleted with
297 ``destroy_query``. To start a query, use ``begin_query``, and when finished,
298 use ``end_query`` to end the query.
299
300 ``get_query_result`` is used to retrieve the results of a query. If
301 the ``wait`` parameter is TRUE, then the ``get_query_result`` call
302 will block until the results of the query are ready (and TRUE will be
303 returned). Otherwise, if the ``wait`` parameter is FALSE, the call
304 will not block and the return value will be TRUE if the query has
305 completed or FALSE otherwise.
306
307 The interface currently includes the following types of queries:
308
309 ``PIPE_QUERY_OCCLUSION_COUNTER`` counts the number of fragments which
310 are written to the framebuffer without being culled by
311 :ref:`Depth, Stencil, & Alpha` testing or shader KILL instructions.
312 The result is an unsigned 64-bit integer.
313 This query can be used with ``render_condition``.
314
315 In cases where a boolean result of an occlusion query is enough,
316 ``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
317 ``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
318 value of FALSE for cases where COUNTER would result in 0 and TRUE
319 for all other cases.
320 This query can be used with ``render_condition``.
321
322 ``PIPE_QUERY_TIME_ELAPSED`` returns the amount of time, in nanoseconds,
323 the context takes to perform operations.
324 The result is an unsigned 64-bit integer.
325
326 ``PIPE_QUERY_TIMESTAMP`` returns a device/driver internal timestamp,
327 scaled to nanoseconds, recorded after all commands issued prior to
328 ``end_query`` have been processed.
329 This query does not require a call to ``begin_query``.
330 The result is an unsigned 64-bit integer.
331
332 ``PIPE_QUERY_TIMESTAMP_DISJOINT`` can be used to check whether the
333 internal timer resolution is good enough to distinguish between the
334 events at ``begin_query`` and ``end_query``.
335 The result is a 64-bit integer specifying the timer resolution in Hz,
336 followed by a boolean value indicating whether the timer has incremented.
337
338 ``PIPE_QUERY_PRIMITIVES_GENERATED`` returns a 64-bit integer indicating
339 the number of primitives processed by the pipeline.
340
341 ``PIPE_QUERY_PRIMITIVES_EMITTED`` returns a 64-bit integer indicating
342 the number of primitives written to stream output buffers.
343
344 ``PIPE_QUERY_SO_STATISTICS`` returns 2 64-bit integers corresponding to
345 the results of
346 ``PIPE_QUERY_PRIMITIVES_EMITTED`` and
347 ``PIPE_QUERY_PRIMITIVES_GENERATED``, in this order.
348
349 ``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` returns a boolean value indicating
350 whether the stream output targets have overflowed as a result of the
351 commands issued between ``begin_query`` and ``end_query``.
352 This query can be used with ``render_condition``.
353
354 ``PIPE_QUERY_GPU_FINISHED`` returns a boolean value indicating whether
355 all commands issued before ``end_query`` have completed. However, this
356 does not imply serialization.
357 This query does not require a call to ``begin_query``.
358
359 ``PIPE_QUERY_PIPELINE_STATISTICS`` returns an array of the following
360 64-bit integers:
361 Number of vertices read from vertex buffers.
362 Number of primitives read from vertex buffers.
363 Number of vertex shader threads launched.
364 Number of geometry shader threads launched.
365 Number of primitives generated by geometry shaders.
366 Number of primitives forwarded to the rasterizer.
367 Number of primitives rasterized.
368 Number of fragment shader threads launched.
369 Number of tessellation control shader threads launched.
370 Number of tessellation evaluation shader threads launched.
371 If a shader type is not supported by the device/driver,
372 the corresponding values should be set to 0.
373
374 Gallium does not guarantee the availability of any query types; one must
375 always check the capabilities of the :ref:`Screen` first.
376
377
378 Conditional Rendering
379 ^^^^^^^^^^^^^^^^^^^^^
380
381 A drawing command can be skipped depending on the outcome of a query
382 (typically an occlusion query). The ``render_condition`` function specifies
383 the query which should be checked prior to rendering anything.
384
385 If ``render_condition`` is called with ``query`` = NULL, conditional
386 rendering is disabled and drawing takes place normally.
387
388 If ``render_condition`` is called with a non-null ``query`` subsequent
389 drawing commands will be predicated on the outcome of the query. If
390 the query result is zero subsequent drawing commands will be skipped.
391
392 If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
393 query to complete before deciding whether to render.
394
395 If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
396 completed, the drawing command will be executed normally. If the query
397 has completed, drawing will be predicated on the outcome of the query.
398
399 If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
400 PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
401 for the non-REGION modes but in the case that an occulusion query returns
402 a non-zero result, regions which were occluded may be ommitted by subsequent
403 drawing commands. This can result in better performance with some GPUs.
404 Normally, if the occlusion query returned a non-zero result subsequent
405 drawing happens normally so fragments may be generated, shaded and
406 processed even where they're known to be obscured.
407
408
409 Flushing
410 ^^^^^^^^
411
412 ``flush``
413
414
415 Resource Busy Queries
416 ^^^^^^^^^^^^^^^^^^^^^
417
418 ``is_resource_referenced``
419
420
421
422 Blitting
423 ^^^^^^^^
424
425 These methods emulate classic blitter controls.
426
427 These methods operate directly on ``pipe_resource`` objects, and stand
428 apart from any 3D state in the context. Blitting functionality may be
429 moved to a separate abstraction at some point in the future.
430
431 ``resource_copy_region`` blits a region of a resource to a region of another
432 resource, provided that both resources have the same format, or compatible
433 formats, i.e., formats for which copying the bytes from the source resource
434 unmodified to the destination resource will achieve the same effect of a
435 textured quad blitter.. The source and destination may be the same resource,
436 but overlapping blits are not permitted.
437 This can be considered the equivalent of a CPU memcpy.
438
439 ``blit`` blits a region of a resource to a region of another resource, including
440 scaling, format conversion, and up-/downsampling, as well as
441 a destination clip rectangle (scissors).
442 As opposed to manually drawing a textured quad, this lets the pipe driver choose
443 the optimal method for blitting (like using a special 2D engine), and usually
444 offers, for example, accelerated stencil-only copies even where
445 PIPE_CAP_SHADER_STENCIL_EXPORT is not available.
446
447
448 Transfers
449 ^^^^^^^^^
450
451 These methods are used to get data to/from a resource.
452
453 ``transfer_map`` creates a memory mapping and the transfer object
454 associated with it.
455 The returned pointer points to the start of the mapped range according to
456 the box region, not the beginning of the resource. If transfer_map fails,
457 the returned pointer to the buffer memory is NULL, and the pointer
458 to the transfer object remains unchanged (i.e. it can be non-NULL).
459
460 ``transfer_unmap`` remove the memory mapping for and destroy
461 the transfer object. The pointer into the resource should be considered
462 invalid and discarded.
463
464 ``transfer_inline_write`` performs a simplified transfer for simple writes.
465 Basically transfer_map, data write, and transfer_unmap all in one.
466
467
468 The box parameter to some of these functions defines a 1D, 2D or 3D
469 region of pixels. This is self-explanatory for 1D, 2D and 3D texture
470 targets.
471
472 For PIPE_TEXTURE_1D_ARRAY, the box::y and box::height fields refer to the
473 array dimension of the texture.
474
475 For PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth fields refer to the
476 array dimension of the texture.
477
478 For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
479 faces of the cube map (z + depth <= 6).
480
481
482
483 .. _transfer_flush_region:
484
485 transfer_flush_region
486 %%%%%%%%%%%%%%%%%%%%%
487
488 If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
489 be flushed on write or unmap. Flushes must be requested with
490 ``transfer_flush_region``. Flush ranges are relative to the mapped range, not
491 the beginning of the resource.
492
493
494
495 .. _texture_barrier
496
497 texture_barrier
498 %%%%%%%%%%%%%%%
499
500 This function flushes all pending writes to the currently-set surfaces and
501 invalidates all read caches of the currently-set samplers.
502
503
504
505 .. _pipe_transfer:
506
507 PIPE_TRANSFER
508 ^^^^^^^^^^^^^
509
510 These flags control the behavior of a transfer object.
511
512 ``PIPE_TRANSFER_READ``
513 Resource contents read back (or accessed directly) at transfer create time.
514
515 ``PIPE_TRANSFER_WRITE``
516 Resource contents will be written back at transfer_unmap time (or modified
517 as a result of being accessed directly).
518
519 ``PIPE_TRANSFER_MAP_DIRECTLY``
520 a transfer should directly map the resource. May return NULL if not supported.
521
522 ``PIPE_TRANSFER_DISCARD_RANGE``
523 The memory within the mapped region is discarded. Cannot be used with
524 ``PIPE_TRANSFER_READ``.
525
526 ``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
527 Discards all memory backing the resource. It should not be used with
528 ``PIPE_TRANSFER_READ``.
529
530 ``PIPE_TRANSFER_DONTBLOCK``
531 Fail if the resource cannot be mapped immediately.
532
533 ``PIPE_TRANSFER_UNSYNCHRONIZED``
534 Do not synchronize pending operations on the resource when mapping. The
535 interaction of any writes to the map and any operations pending on the
536 resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
537
538 ``PIPE_TRANSFER_FLUSH_EXPLICIT``
539 Written ranges will be notified later with :ref:`transfer_flush_region`.
540 Cannot be used with ``PIPE_TRANSFER_READ``.
541
542
543 Compute kernel execution
544 ^^^^^^^^^^^^^^^^^^^^^^^^
545
546 A compute program can be defined, bound or destroyed using
547 ``create_compute_state``, ``bind_compute_state`` or
548 ``destroy_compute_state`` respectively.
549
550 Any of the subroutines contained within the compute program can be
551 executed on the device using the ``launch_grid`` method. This method
552 will execute as many instances of the program as elements in the
553 specified N-dimensional grid, hopefully in parallel.
554
555 The compute program has access to four special resources:
556
557 * ``GLOBAL`` represents a memory space shared among all the threads
558 running on the device. An arbitrary buffer created with the
559 ``PIPE_BIND_GLOBAL`` flag can be mapped into it using the
560 ``set_global_binding`` method.
561
562 * ``LOCAL`` represents a memory space shared among all the threads
563 running in the same working group. The initial contents of this
564 resource are undefined.
565
566 * ``PRIVATE`` represents a memory space local to a single thread.
567 The initial contents of this resource are undefined.
568
569 * ``INPUT`` represents a read-only memory space that can be
570 initialized at ``launch_grid`` time.
571
572 These resources use a byte-based addressing scheme, and they can be
573 accessed from the compute program by means of the LOAD/STORE TGSI
574 opcodes. Additional resources to be accessed using the same opcodes
575 may be specified by the user with the ``set_compute_resources``
576 method.
577
578 In addition, normal texture sampling is allowed from the compute
579 program: ``bind_compute_sampler_states`` may be used to set up texture
580 samplers for the compute stage and ``set_compute_sampler_views`` may
581 be used to bind a number of sampler views to it.