gallium: add set_tess_state to configure default tessellation parameters
[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, geometry and compute shaders with the ``bind_sampler_states``
29 function. The ``start`` and ``num_samplers`` parameters indicate a range
30 of samplers to change. NOTE: at this time, start is always zero and
31 the CSO module will always replace all samplers at once (no sub-ranges).
32 This may change in the future.
33 * :ref:`Rasterizer`: ``*_rasterizer_state``
34 * :ref:`depth-stencil-alpha`: ``*_depth_stencil_alpha_state``
35 * :ref:`Shader`: These are create, bind and destroy methods for vertex,
36 fragment and geometry shaders.
37 * :ref:`vertexelements`: ``*_vertex_elements_state``
38
39
40 Resource Binding State
41 ^^^^^^^^^^^^^^^^^^^^^^
42
43 This state describes how resources in various flavours (textures,
44 buffers, surfaces) are bound to the driver.
45
46
47 * ``set_constant_buffer`` sets a constant buffer to be used for a given shader
48 type. index is used to indicate which buffer to set (some apis may allow
49 multiple ones to be set, and binding a specific one later, though drivers
50 are mostly restricted to the first one right now).
51
52 * ``set_framebuffer_state``
53
54 * ``set_vertex_buffers``
55
56 * ``set_index_buffer``
57
58
59 Non-CSO State
60 ^^^^^^^^^^^^^
61
62 These pieces of state are too small, variable, and/or trivial to have CSO
63 objects. They all follow simple, one-method binding calls, e.g.
64 ``set_blend_color``.
65
66 * ``set_stencil_ref`` sets the stencil front and back reference values
67 which are used as comparison values in stencil test.
68 * ``set_blend_color``
69 * ``set_sample_mask``
70 * ``set_min_samples`` sets the minimum number of samples that must be run.
71 * ``set_clip_state``
72 * ``set_polygon_stipple``
73 * ``set_scissor_states`` sets the bounds for the scissor test, which culls
74 pixels before blending to render targets. If the :ref:`Rasterizer` does
75 not have the scissor test enabled, then the scissor bounds never need to
76 be set since they will not be used. Note that scissor xmin and ymin are
77 inclusive, but xmax and ymax are exclusive. The inclusive ranges in x
78 and y would be [xmin..xmax-1] and [ymin..ymax-1]. The number of scissors
79 should be the same as the number of set viewports and can be up to
80 PIPE_MAX_VIEWPORTS.
81 * ``set_viewport_states``
82 * ``set_tess_state`` configures the default tessellation parameters:
83 * ``default_outer_level`` is the default value for the outer tessellation
84 levels. This corresponds to GL's ``PATCH_DEFAULT_OUTER_LEVEL``.
85 * ``default_inner_level`` is the default value for the inner tessellation
86 levels. This corresponds to GL's ``PATCH_DEFAULT_INNER_LEVEL``.
87
88
89 Sampler Views
90 ^^^^^^^^^^^^^
91
92 These are the means to bind textures to shader stages. To create one, specify
93 its format, swizzle and LOD range in sampler view template.
94
95 If texture format is different than template format, it is said the texture
96 is being cast to another format. Casting can be done only between compatible
97 formats, that is formats that have matching component order and sizes.
98
99 Swizzle fields specify they way in which fetched texel components are placed
100 in the result register. For example, ``swizzle_r`` specifies what is going to be
101 placed in first component of result register.
102
103 The ``first_level`` and ``last_level`` fields of sampler view template specify
104 the LOD range the texture is going to be constrained to. Note that these
105 values are in addition to the respective min_lod, max_lod values in the
106 pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
107 level used for sampling from the resource is effectively the fifth).
108
109 The ``first_layer`` and ``last_layer`` fields specify the layer range the
110 texture is going to be constrained to. Similar to the LOD range, this is added
111 to the array index which is used for sampling.
112
113 * ``set_sampler_views`` binds an array of sampler views to a shader stage.
114 Every binding point acquires a reference
115 to a respective sampler view and releases a reference to the previous
116 sampler view.
117
118 * ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
119 with the sampler view which results in sampler view holding a reference
120 to the texture. Format specified in template must be compatible
121 with texture format.
122
123 * ``sampler_view_destroy`` destroys a sampler view and releases its reference
124 to associated texture.
125
126 Shader Resources
127 ^^^^^^^^^^^^^^^^
128
129 Shader resources are textures or buffers that may be read or written
130 from a shader without an associated sampler. This means that they
131 have no support for floating point coordinates, address wrap modes or
132 filtering.
133
134 Shader resources are specified for all the shader stages at once using
135 the ``set_shader_resources`` method. When binding texture resources,
136 the ``level``, ``first_layer`` and ``last_layer`` pipe_surface fields
137 specify the mipmap level and the range of layers the texture will be
138 constrained to. In the case of buffers, ``first_element`` and
139 ``last_element`` specify the range within the buffer that will be used
140 by the shader resource. Writes to a shader resource are only allowed
141 when the ``writable`` flag is set.
142
143 Surfaces
144 ^^^^^^^^
145
146 These are the means to use resources as color render targets or depthstencil
147 attachments. To create one, specify the mip level, the range of layers, and
148 the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
149 Note that layer values are in addition to what is indicated by the geometry
150 shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
151 shader indicates index 2, the 5th layer of the resource will be used). These
152 first_layer and last_layer parameters will only be used for 1d array, 2d array,
153 cube, and 3d textures otherwise they are 0.
154
155 * ``create_surface`` creates a new surface.
156
157 * ``surface_destroy`` destroys a surface and releases its reference to the
158 associated resource.
159
160 Stream output targets
161 ^^^^^^^^^^^^^^^^^^^^^
162
163 Stream output, also known as transform feedback, allows writing the primitives
164 produced by the vertex pipeline to buffers. This is done after the geometry
165 shader or vertex shader if no geometry shader is present.
166
167 The stream output targets are views into buffer resources which can be bound
168 as stream outputs and specify a memory range where it's valid to write
169 primitives. The pipe driver must implement memory protection such that any
170 primitives written outside of the specified memory range are discarded.
171
172 Two stream output targets can use the same resource at the same time, but
173 with a disjoint memory range.
174
175 Additionally, the stream output target internally maintains the offset
176 into the buffer which is incremented everytime something is written to it.
177 The internal offset is equal to how much data has already been written.
178 It can be stored in device memory and the CPU actually doesn't have to query
179 it.
180
181 The stream output target can be used in a draw command to provide
182 the vertex count. The vertex count is derived from the internal offset
183 discussed above.
184
185 * ``create_stream_output_target`` create a new target.
186
187 * ``stream_output_target_destroy`` destroys a target. Users of this should
188 use pipe_so_target_reference instead.
189
190 * ``set_stream_output_targets`` binds stream output targets. The parameter
191 offset is an array which specifies the internal offset of the buffer. The
192 internal offset is, besides writing, used for reading the data during the
193 draw_auto stage, i.e. it specifies how much data there is in the buffer
194 for the purposes of the draw_auto stage. -1 means the buffer should
195 be appended to, and everything else sets the internal offset.
196
197 NOTE: The currently-bound vertex or geometry shader must be compiled with
198 the properly-filled-in structure pipe_stream_output_info describing which
199 outputs should be written to buffers and how. The structure is part of
200 pipe_shader_state.
201
202 Clearing
203 ^^^^^^^^
204
205 Clear is one of the most difficult concepts to nail down to a single
206 interface (due to both different requirements from APIs and also driver/hw
207 specific differences).
208
209 ``clear`` initializes some or all of the surfaces currently bound to
210 the framebuffer to particular RGBA, depth, or stencil values.
211 Currently, this does not take into account color or stencil write masks (as
212 used by GL), and always clears the whole surfaces (no scissoring as used by
213 GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
214 only depth or stencil in a combined depth/stencil surface.
215 If a surface includes several layers then all layers will be cleared.
216
217 ``clear_render_target`` clears a single color rendertarget with the specified
218 color value. While it is only possible to clear one surface at a time (which can
219 include several layers), this surface need not be bound to the framebuffer.
220
221 ``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
222 with the specified depth and stencil values (for combined depth/stencil buffers,
223 is is also possible to only clear one or the other part). While it is only
224 possible to clear one surface at a time (which can include several layers),
225 this surface need not be bound to the framebuffer.
226
227 ``clear_buffer`` clears a PIPE_BUFFER resource with the specified clear value
228 (which may be multiple bytes in length). Logically this is a memset with a
229 multi-byte element value starting at offset bytes from resource start, going
230 for size bytes. It is guaranteed that size % clear_value_size == 0.
231
232
233 Drawing
234 ^^^^^^^
235
236 ``draw_vbo`` draws a specified primitive. The primitive mode and other
237 properties are described by ``pipe_draw_info``.
238
239 The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
240 the mode of the primitive and the vertices to be fetched, in the range between
241 ``start`` to ``start``+``count``-1, inclusive.
242
243 Every instance with instanceID in the range between ``start_instance`` and
244 ``start_instance``+``instance_count``-1, inclusive, will be drawn.
245
246 If there is an index buffer bound, and ``indexed`` field is true, all vertex
247 indices will be looked up in the index buffer.
248
249 In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
250 and upper bound of the indices contained in the index buffer inside the range
251 between ``start`` to ``start``+``count``-1. This allows the driver to
252 determine which subset of vertices will be referenced during te draw call
253 without having to scan the index buffer. Providing a over-estimation of the
254 the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
255 0xffffffff respectively, must give exactly the same rendering, albeit with less
256 performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
257 processed. Providing a underestimation of the true bounds will result in
258 undefined behavior, but should not result in program or system failure.
259
260 In case of non-indexed draw, ``min_index`` should be set to
261 ``start`` and ``max_index`` should be set to ``start``+``count``-1.
262
263 ``index_bias`` is a value added to every vertex index after lookup and before
264 fetching vertex attributes.
265
266 When drawing indexed primitives, the primitive restart index can be
267 used to draw disjoint primitive strips. For example, several separate
268 line strips can be drawn by designating a special index value as the
269 restart index. The ``primitive_restart`` flag enables/disables this
270 feature. The ``restart_index`` field specifies the restart index value.
271
272 When primitive restart is in use, array indexes are compared to the
273 restart index before adding the index_bias offset.
274
275 If a given vertex element has ``instance_divisor`` set to 0, it is said
276 it contains per-vertex data and effective vertex attribute address needs
277 to be recalculated for every index.
278
279 attribAddr = ``stride`` * index + ``src_offset``
280
281 If a given vertex element has ``instance_divisor`` set to non-zero,
282 it is said it contains per-instance data and effective vertex attribute
283 address needs to recalculated for every ``instance_divisor``-th instance.
284
285 attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
286
287 In the above formulas, ``src_offset`` is taken from the given vertex element
288 and ``stride`` is taken from a vertex buffer associated with the given
289 vertex element.
290
291 The calculated attribAddr is used as an offset into the vertex buffer to
292 fetch the attribute data.
293
294 The value of ``instanceID`` can be read in a vertex shader through a system
295 value register declared with INSTANCEID semantic name.
296
297
298 Queries
299 ^^^^^^^
300
301 Queries gather some statistic from the 3D pipeline over one or more
302 draws. Queries may be nested, though not all state trackers exercise this.
303
304 Queries can be created with ``create_query`` and deleted with
305 ``destroy_query``. To start a query, use ``begin_query``, and when finished,
306 use ``end_query`` to end the query.
307
308 ``create_query`` takes a query type (``PIPE_QUERY_*``), as well as an index,
309 which is the vertex stream for ``PIPE_QUERY_PRIMITIVES_GENERATED`` and
310 ``PIPE_QUERY_PRIMITIVES_EMITTED``, and allocates a query structure.
311
312 ``begin_query`` will clear/reset previous query results.
313
314 ``get_query_result`` is used to retrieve the results of a query. If
315 the ``wait`` parameter is TRUE, then the ``get_query_result`` call
316 will block until the results of the query are ready (and TRUE will be
317 returned). Otherwise, if the ``wait`` parameter is FALSE, the call
318 will not block and the return value will be TRUE if the query has
319 completed or FALSE otherwise.
320
321 The interface currently includes the following types of queries:
322
323 ``PIPE_QUERY_OCCLUSION_COUNTER`` counts the number of fragments which
324 are written to the framebuffer without being culled by
325 :ref:`depth-stencil-alpha` testing or shader KILL instructions.
326 The result is an unsigned 64-bit integer.
327 This query can be used with ``render_condition``.
328
329 In cases where a boolean result of an occlusion query is enough,
330 ``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
331 ``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
332 value of FALSE for cases where COUNTER would result in 0 and TRUE
333 for all other cases.
334 This query can be used with ``render_condition``.
335
336 ``PIPE_QUERY_TIME_ELAPSED`` returns the amount of time, in nanoseconds,
337 the context takes to perform operations.
338 The result is an unsigned 64-bit integer.
339
340 ``PIPE_QUERY_TIMESTAMP`` returns a device/driver internal timestamp,
341 scaled to nanoseconds, recorded after all commands issued prior to
342 ``end_query`` have been processed.
343 This query does not require a call to ``begin_query``.
344 The result is an unsigned 64-bit integer.
345
346 ``PIPE_QUERY_TIMESTAMP_DISJOINT`` can be used to check the
347 internal timer resolution and whether the timestamp counter has become
348 unreliable due to things like throttling etc. - only if this is FALSE
349 a timestamp query (within the timestamp_disjoint query) should be trusted.
350 The result is a 64-bit integer specifying the timer resolution in Hz,
351 followed by a boolean value indicating whether the timestamp counter
352 is discontinuous or disjoint.
353
354 ``PIPE_QUERY_PRIMITIVES_GENERATED`` returns a 64-bit integer indicating
355 the number of primitives processed by the pipeline (regardless of whether
356 stream output is active or not).
357
358 ``PIPE_QUERY_PRIMITIVES_EMITTED`` returns a 64-bit integer indicating
359 the number of primitives written to stream output buffers.
360
361 ``PIPE_QUERY_SO_STATISTICS`` returns 2 64-bit integers corresponding to
362 the result of
363 ``PIPE_QUERY_PRIMITIVES_EMITTED`` and
364 the number of primitives that would have been written to stream output buffers
365 if they had infinite space available (primitives_storage_needed), in this order.
366 XXX the 2nd value is equivalent to ``PIPE_QUERY_PRIMITIVES_GENERATED`` but it is
367 unclear if it should be increased if stream output is not active.
368
369 ``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` returns a boolean value indicating
370 whether the stream output targets have overflowed as a result of the
371 commands issued between ``begin_query`` and ``end_query``.
372 This query can be used with ``render_condition``.
373
374 ``PIPE_QUERY_GPU_FINISHED`` returns a boolean value indicating whether
375 all commands issued before ``end_query`` have completed. However, this
376 does not imply serialization.
377 This query does not require a call to ``begin_query``.
378
379 ``PIPE_QUERY_PIPELINE_STATISTICS`` returns an array of the following
380 64-bit integers:
381 Number of vertices read from vertex buffers.
382 Number of primitives read from vertex buffers.
383 Number of vertex shader threads launched.
384 Number of geometry shader threads launched.
385 Number of primitives generated by geometry shaders.
386 Number of primitives forwarded to the rasterizer.
387 Number of primitives rasterized.
388 Number of fragment shader threads launched.
389 Number of tessellation control shader threads launched.
390 Number of tessellation evaluation shader threads launched.
391 If a shader type is not supported by the device/driver,
392 the corresponding values should be set to 0.
393
394 Gallium does not guarantee the availability of any query types; one must
395 always check the capabilities of the :ref:`Screen` first.
396
397
398 Conditional Rendering
399 ^^^^^^^^^^^^^^^^^^^^^
400
401 A drawing command can be skipped depending on the outcome of a query
402 (typically an occlusion query, or streamout overflow predicate).
403 The ``render_condition`` function specifies the query which should be checked
404 prior to rendering anything. Functions always honoring render_condition include
405 (and are limited to) draw_vbo, clear, clear_render_target, clear_depth_stencil.
406 The blit function (but not resource_copy_region, which seems inconsistent)
407 can also optionally honor the current render condition.
408
409 If ``render_condition`` is called with ``query`` = NULL, conditional
410 rendering is disabled and drawing takes place normally.
411
412 If ``render_condition`` is called with a non-null ``query`` subsequent
413 drawing commands will be predicated on the outcome of the query.
414 Commands will be skipped if ``condition`` is equal to the predicate result
415 (for non-boolean queries such as OCCLUSION_QUERY, zero counts as FALSE,
416 non-zero as TRUE).
417
418 If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
419 query to complete before deciding whether to render.
420
421 If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
422 completed, the drawing command will be executed normally. If the query
423 has completed, drawing will be predicated on the outcome of the query.
424
425 If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
426 PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
427 for the non-REGION modes but in the case that an occlusion query returns
428 a non-zero result, regions which were occluded may be ommitted by subsequent
429 drawing commands. This can result in better performance with some GPUs.
430 Normally, if the occlusion query returned a non-zero result subsequent
431 drawing happens normally so fragments may be generated, shaded and
432 processed even where they're known to be obscured.
433
434
435 Flushing
436 ^^^^^^^^
437
438 ``flush``
439
440
441 ``flush_resource``
442
443 Flush the resource cache, so that the resource can be used
444 by an external client. Possible usage:
445 - flushing a resource before presenting it on the screen
446 - flushing a resource if some other process or device wants to use it
447 This shouldn't be used to flush caches if the resource is only managed
448 by a single pipe_screen and is not shared with another process.
449 (i.e. you shouldn't use it to flush caches explicitly if you want to e.g.
450 use the resource for texturing)
451
452
453
454 Resource Busy Queries
455 ^^^^^^^^^^^^^^^^^^^^^
456
457 ``is_resource_referenced``
458
459
460
461 Blitting
462 ^^^^^^^^
463
464 These methods emulate classic blitter controls.
465
466 These methods operate directly on ``pipe_resource`` objects, and stand
467 apart from any 3D state in the context. Blitting functionality may be
468 moved to a separate abstraction at some point in the future.
469
470 ``resource_copy_region`` blits a region of a resource to a region of another
471 resource, provided that both resources have the same format, or compatible
472 formats, i.e., formats for which copying the bytes from the source resource
473 unmodified to the destination resource will achieve the same effect of a
474 textured quad blitter.. The source and destination may be the same resource,
475 but overlapping blits are not permitted.
476 This can be considered the equivalent of a CPU memcpy.
477
478 ``blit`` blits a region of a resource to a region of another resource, including
479 scaling, format conversion, and up-/downsampling, as well as a destination clip
480 rectangle (scissors). It can also optionally honor the current render condition
481 (but either way the blit itself never contributes anything to queries currently
482 gathering data).
483 As opposed to manually drawing a textured quad, this lets the pipe driver choose
484 the optimal method for blitting (like using a special 2D engine), and usually
485 offers, for example, accelerated stencil-only copies even where
486 PIPE_CAP_SHADER_STENCIL_EXPORT is not available.
487
488
489 Transfers
490 ^^^^^^^^^
491
492 These methods are used to get data to/from a resource.
493
494 ``transfer_map`` creates a memory mapping and the transfer object
495 associated with it.
496 The returned pointer points to the start of the mapped range according to
497 the box region, not the beginning of the resource. If transfer_map fails,
498 the returned pointer to the buffer memory is NULL, and the pointer
499 to the transfer object remains unchanged (i.e. it can be non-NULL).
500
501 ``transfer_unmap`` remove the memory mapping for and destroy
502 the transfer object. The pointer into the resource should be considered
503 invalid and discarded.
504
505 ``transfer_inline_write`` performs a simplified transfer for simple writes.
506 Basically transfer_map, data write, and transfer_unmap all in one.
507
508
509 The box parameter to some of these functions defines a 1D, 2D or 3D
510 region of pixels. This is self-explanatory for 1D, 2D and 3D texture
511 targets.
512
513 For PIPE_TEXTURE_1D_ARRAY and PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth
514 fields refer to the array dimension of the texture.
515
516 For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
517 faces of the cube map (z + depth <= 6).
518
519 For PIPE_TEXTURE_CUBE_ARRAY, the box:z and box::depth fields refer to both
520 the face and array dimension of the texture (face = z % 6, array = z / 6).
521
522
523 .. _transfer_flush_region:
524
525 transfer_flush_region
526 %%%%%%%%%%%%%%%%%%%%%
527
528 If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
529 be flushed on write or unmap. Flushes must be requested with
530 ``transfer_flush_region``. Flush ranges are relative to the mapped range, not
531 the beginning of the resource.
532
533
534
535 .. _texture_barrier:
536
537 texture_barrier
538 %%%%%%%%%%%%%%%
539
540 This function flushes all pending writes to the currently-set surfaces and
541 invalidates all read caches of the currently-set samplers.
542
543
544
545 .. _memory_barrier:
546
547 memory_barrier
548 %%%%%%%%%%%%%%%
549
550 This function flushes caches according to which of the PIPE_BARRIER_* flags
551 are set.
552
553
554
555 .. _pipe_transfer:
556
557 PIPE_TRANSFER
558 ^^^^^^^^^^^^^
559
560 These flags control the behavior of a transfer object.
561
562 ``PIPE_TRANSFER_READ``
563 Resource contents read back (or accessed directly) at transfer create time.
564
565 ``PIPE_TRANSFER_WRITE``
566 Resource contents will be written back at transfer_unmap time (or modified
567 as a result of being accessed directly).
568
569 ``PIPE_TRANSFER_MAP_DIRECTLY``
570 a transfer should directly map the resource. May return NULL if not supported.
571
572 ``PIPE_TRANSFER_DISCARD_RANGE``
573 The memory within the mapped region is discarded. Cannot be used with
574 ``PIPE_TRANSFER_READ``.
575
576 ``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
577 Discards all memory backing the resource. It should not be used with
578 ``PIPE_TRANSFER_READ``.
579
580 ``PIPE_TRANSFER_DONTBLOCK``
581 Fail if the resource cannot be mapped immediately.
582
583 ``PIPE_TRANSFER_UNSYNCHRONIZED``
584 Do not synchronize pending operations on the resource when mapping. The
585 interaction of any writes to the map and any operations pending on the
586 resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
587
588 ``PIPE_TRANSFER_FLUSH_EXPLICIT``
589 Written ranges will be notified later with :ref:`transfer_flush_region`.
590 Cannot be used with ``PIPE_TRANSFER_READ``.
591
592 ``PIPE_TRANSFER_PERSISTENT``
593 Allows the resource to be used for rendering while mapped.
594 PIPE_RESOURCE_FLAG_MAP_PERSISTENT must be set when creating
595 the resource.
596 If COHERENT is not set, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER)
597 must be called to ensure the device can see what the CPU has written.
598
599 ``PIPE_TRANSFER_COHERENT``
600 If PERSISTENT is set, this ensures any writes done by the device are
601 immediately visible to the CPU and vice versa.
602 PIPE_RESOURCE_FLAG_MAP_COHERENT must be set when creating
603 the resource.
604
605 Compute kernel execution
606 ^^^^^^^^^^^^^^^^^^^^^^^^
607
608 A compute program can be defined, bound or destroyed using
609 ``create_compute_state``, ``bind_compute_state`` or
610 ``destroy_compute_state`` respectively.
611
612 Any of the subroutines contained within the compute program can be
613 executed on the device using the ``launch_grid`` method. This method
614 will execute as many instances of the program as elements in the
615 specified N-dimensional grid, hopefully in parallel.
616
617 The compute program has access to four special resources:
618
619 * ``GLOBAL`` represents a memory space shared among all the threads
620 running on the device. An arbitrary buffer created with the
621 ``PIPE_BIND_GLOBAL`` flag can be mapped into it using the
622 ``set_global_binding`` method.
623
624 * ``LOCAL`` represents a memory space shared among all the threads
625 running in the same working group. The initial contents of this
626 resource are undefined.
627
628 * ``PRIVATE`` represents a memory space local to a single thread.
629 The initial contents of this resource are undefined.
630
631 * ``INPUT`` represents a read-only memory space that can be
632 initialized at ``launch_grid`` time.
633
634 These resources use a byte-based addressing scheme, and they can be
635 accessed from the compute program by means of the LOAD/STORE TGSI
636 opcodes. Additional resources to be accessed using the same opcodes
637 may be specified by the user with the ``set_compute_resources``
638 method.
639
640 In addition, normal texture sampling is allowed from the compute
641 program: ``bind_sampler_states`` may be used to set up texture
642 samplers for the compute stage and ``set_sampler_views`` may
643 be used to bind a number of sampler views to it.