gallium: extend resource_resolve to accommodate BlitFramebuffer
[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 * ``set_stream_output_buffers``
58
59
60 Non-CSO State
61 ^^^^^^^^^^^^^
62
63 These pieces of state are too small, variable, and/or trivial to have CSO
64 objects. They all follow simple, one-method binding calls, e.g.
65 ``set_blend_color``.
66
67 * ``set_stencil_ref`` sets the stencil front and back reference values
68 which are used as comparison values in stencil test.
69 * ``set_blend_color``
70 * ``set_sample_mask``
71 * ``set_clip_state``
72 * ``set_polygon_stipple``
73 * ``set_scissor_state`` 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].
79 * ``set_viewport_state``
80
81
82 Sampler Views
83 ^^^^^^^^^^^^^
84
85 These are the means to bind textures to shader stages. To create one, specify
86 its format, swizzle and LOD range in sampler view template.
87
88 If texture format is different than template format, it is said the texture
89 is being cast to another format. Casting can be done only between compatible
90 formats, that is formats that have matching component order and sizes.
91
92 Swizzle fields specify they way in which fetched texel components are placed
93 in the result register. For example, ``swizzle_r`` specifies what is going to be
94 placed in first component of result register.
95
96 The ``first_level`` and ``last_level`` fields of sampler view template specify
97 the LOD range the texture is going to be constrained to. Note that these
98 values are in addition to the respective min_lod, max_lod values in the
99 pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
100 level used for sampling from the resource is effectively the fifth).
101
102 The ``first_layer`` and ``last_layer`` fields specify the layer range the
103 texture is going to be constrained to. Similar to the LOD range, this is added
104 to the array index which is used for sampling.
105
106 * ``set_fragment_sampler_views`` binds an array of sampler views to
107 fragment shader stage. Every binding point acquires a reference
108 to a respective sampler view and releases a reference to the previous
109 sampler view. If M is the maximum number of sampler units and N units
110 is passed to set_fragment_sampler_views, the driver should unbind the
111 sampler views for units N..M-1.
112
113 * ``set_vertex_sampler_views`` binds an array of sampler views to vertex
114 shader stage. Every binding point acquires a reference to a respective
115 sampler view and releases a reference to the previous sampler view.
116
117 * ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
118 with the sampler view which results in sampler view holding a reference
119 to the texture. Format specified in template must be compatible
120 with texture format.
121
122 * ``sampler_view_destroy`` destroys a sampler view and releases its reference
123 to associated texture.
124
125 Surfaces
126 ^^^^^^^^
127
128 These are the means to use resources as color render targets or depthstencil
129 attachments. To create one, specify the mip level, the range of layers, and
130 the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
131 Note that layer values are in addition to what is indicated by the geometry
132 shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
133 shader indicates index 2, the 5th layer of the resource will be used). These
134 first_layer and last_layer parameters will only be used for 1d array, 2d array,
135 cube, and 3d textures otherwise they are 0.
136
137 * ``create_surface`` creates a new surface.
138
139 * ``surface_destroy`` destroys a surface and releases its reference to the
140 associated resource.
141
142 Clearing
143 ^^^^^^^^
144
145 Clear is one of the most difficult concepts to nail down to a single
146 interface (due to both different requirements from APIs and also driver/hw
147 specific differences).
148
149 ``clear`` initializes some or all of the surfaces currently bound to
150 the framebuffer to particular RGBA, depth, or stencil values.
151 Currently, this does not take into account color or stencil write masks (as
152 used by GL), and always clears the whole surfaces (no scissoring as used by
153 GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
154 only depth or stencil in a combined depth/stencil surface, if the driver
155 supports PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE.
156 If a surface includes several layers then all layers will be cleared.
157
158 ``clear_render_target`` clears a single color rendertarget with the specified
159 color value. While it is only possible to clear one surface at a time (which can
160 include several layers), this surface need not be bound to the framebuffer.
161
162 ``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
163 with the specified depth and stencil values (for combined depth/stencil buffers,
164 is is also possible to only clear one or the other part). While it is only
165 possible to clear one surface at a time (which can include several layers),
166 this surface need not be bound to the framebuffer.
167
168
169 Drawing
170 ^^^^^^^
171
172 ``draw_vbo`` draws a specified primitive. The primitive mode and other
173 properties are described by ``pipe_draw_info``.
174
175 The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
176 the mode of the primitive and the vertices to be fetched, in the range between
177 ``start`` to ``start``+``count``-1, inclusive.
178
179 Every instance with instanceID in the range between ``start_instance`` and
180 ``start_instance``+``instance_count``-1, inclusive, will be drawn.
181
182 If there is an index buffer bound, and ``indexed`` field is true, all vertex
183 indices will be looked up in the index buffer.
184
185 In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
186 and upper bound of the indices contained in the index buffer inside the range
187 between ``start`` to ``start``+``count``-1. This allows the driver to
188 determine which subset of vertices will be referenced during te draw call
189 without having to scan the index buffer. Providing a over-estimation of the
190 the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
191 0xffffffff respectively, must give exactly the same rendering, albeit with less
192 performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
193 processed. Providing a underestimation of the true bounds will result in
194 undefined behavior, but should not result in program or system failure.
195
196 In case of non-indexed draw, ``min_index`` should be set to
197 ``start`` and ``max_index`` should be set to ``start``+``count``-1.
198
199 ``index_bias`` is a value added to every vertex index after lookup and before
200 fetching vertex attributes.
201
202 When drawing indexed primitives, the primitive restart index can be
203 used to draw disjoint primitive strips. For example, several separate
204 line strips can be drawn by designating a special index value as the
205 restart index. The ``primitive_restart`` flag enables/disables this
206 feature. The ``restart_index`` field specifies the restart index value.
207
208 When primitive restart is in use, array indexes are compared to the
209 restart index before adding the index_bias offset.
210
211 If a given vertex element has ``instance_divisor`` set to 0, it is said
212 it contains per-vertex data and effective vertex attribute address needs
213 to be recalculated for every index.
214
215 attribAddr = ``stride`` * index + ``src_offset``
216
217 If a given vertex element has ``instance_divisor`` set to non-zero,
218 it is said it contains per-instance data and effective vertex attribute
219 address needs to recalculated for every ``instance_divisor``-th instance.
220
221 attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
222
223 In the above formulas, ``src_offset`` is taken from the given vertex element
224 and ``stride`` is taken from a vertex buffer associated with the given
225 vertex element.
226
227 The calculated attribAddr is used as an offset into the vertex buffer to
228 fetch the attribute data.
229
230 The value of ``instanceID`` can be read in a vertex shader through a system
231 value register declared with INSTANCEID semantic name.
232
233
234 Queries
235 ^^^^^^^
236
237 Queries gather some statistic from the 3D pipeline over one or more
238 draws. Queries may be nested, though no state tracker currently
239 exercises this.
240
241 Queries can be created with ``create_query`` and deleted with
242 ``destroy_query``. To start a query, use ``begin_query``, and when finished,
243 use ``end_query`` to end the query.
244
245 ``get_query_result`` is used to retrieve the results of a query. If
246 the ``wait`` parameter is TRUE, then the ``get_query_result`` call
247 will block until the results of the query are ready (and TRUE will be
248 returned). Otherwise, if the ``wait`` parameter is FALSE, the call
249 will not block and the return value will be TRUE if the query has
250 completed or FALSE otherwise.
251
252 The most common type of query is the occlusion query,
253 ``PIPE_QUERY_OCCLUSION_COUNTER``, which counts the number of fragments which
254 are written to the framebuffer without being culled by
255 :ref:`Depth, Stencil, & Alpha` testing or shader KILL instructions.
256 The result is an unsigned 64-bit integer.
257 In cases where a boolean result of an occlusion query is enough,
258 ``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
259 ``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
260 value of FALSE for cases where COUNTER would result in 0 and TRUE
261 for all other cases.
262
263 Another type of query, ``PIPE_QUERY_TIME_ELAPSED``, returns the amount of
264 time, in nanoseconds, the context takes to perform operations.
265 The result is an unsigned 64-bit integer.
266
267 Gallium does not guarantee the availability of any query types; one must
268 always check the capabilities of the :ref:`Screen` first.
269
270
271 Conditional Rendering
272 ^^^^^^^^^^^^^^^^^^^^^
273
274 A drawing command can be skipped depending on the outcome of a query
275 (typically an occlusion query). The ``render_condition`` function specifies
276 the query which should be checked prior to rendering anything.
277
278 If ``render_condition`` is called with ``query`` = NULL, conditional
279 rendering is disabled and drawing takes place normally.
280
281 If ``render_condition`` is called with a non-null ``query`` subsequent
282 drawing commands will be predicated on the outcome of the query. If
283 the query result is zero subsequent drawing commands will be skipped.
284
285 If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
286 query to complete before deciding whether to render.
287
288 If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
289 completed, the drawing command will be executed normally. If the query
290 has completed, drawing will be predicated on the outcome of the query.
291
292 If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
293 PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
294 for the non-REGION modes but in the case that an occulusion query returns
295 a non-zero result, regions which were occluded may be ommitted by subsequent
296 drawing commands. This can result in better performance with some GPUs.
297 Normally, if the occlusion query returned a non-zero result subsequent
298 drawing happens normally so fragments may be generated, shaded and
299 processed even where they're known to be obscured.
300
301
302 Flushing
303 ^^^^^^^^
304
305 ``flush``
306
307
308 Resource Busy Queries
309 ^^^^^^^^^^^^^^^^^^^^^
310
311 ``is_resource_referenced``
312
313
314
315 Blitting
316 ^^^^^^^^
317
318 These methods emulate classic blitter controls.
319
320 These methods operate directly on ``pipe_resource`` objects, and stand
321 apart from any 3D state in the context. Blitting functionality may be
322 moved to a separate abstraction at some point in the future.
323
324 ``resource_copy_region`` blits a region of a resource to a region of another
325 resource, provided that both resources have the same format, or compatible
326 formats, i.e., formats for which copying the bytes from the source resource
327 unmodified to the destination resource will achieve the same effect of a
328 textured quad blitter.. The source and destination may be the same resource,
329 but overlapping blits are not permitted.
330
331 ``resource_resolve`` resolves a multisampled resource into a non-multisampled
332 one. Their formats must match. This function must be present if a driver
333 supports multisampling.
334 The region that is to be resolved is described by ``pipe_resolve_info``, which
335 provides a source and a destination rectangle.
336 The source rectangle may be vertically flipped, but otherwise the dimensions
337 of the rectangles must match, unless PIPE_CAP_SCALED_RESOLVE is supported,
338 in which case scaling and horizontal flipping are allowed as well.
339 The result of resolving depth/stencil values may be any function of the values at
340 the sample points, but returning the value of the centermost sample is preferred.
341
342 The interfaces to these calls are likely to change to make it easier
343 for a driver to batch multiple blits with the same source and
344 destination.
345
346
347 Stream Output
348 ^^^^^^^^^^^^^
349
350 Stream output, also known as transform feedback allows writing the results of the
351 vertex pipeline (after the geometry shader or vertex shader if no geometry shader
352 is present) to be written to a buffer created with a ``PIPE_BIND_STREAM_OUTPUT``
353 flag.
354
355 First a stream output state needs to be created with the
356 ``create_stream_output_state`` call. It specific the details of what's being written,
357 to which buffer and with what kind of a writemask.
358
359 Then target buffers needs to be set with the call to ``set_stream_output_buffers``
360 which sets the buffers and the offsets from the start of those buffer to where
361 the data will be written to.
362
363
364 Transfers
365 ^^^^^^^^^
366
367 These methods are used to get data to/from a resource.
368
369 ``get_transfer`` creates a transfer object.
370
371 ``transfer_destroy`` destroys the transfer object. May cause
372 data to be written to the resource at this point.
373
374 ``transfer_map`` creates a memory mapping for the transfer object.
375 The returned map points to the start of the mapped range according to
376 the box region, not the beginning of the resource.
377
378 ``transfer_unmap`` remove the memory mapping for the transfer object.
379 Any pointers into the map should be considered invalid and discarded.
380
381 ``transfer_inline_write`` performs a simplified transfer for simple writes.
382 Basically get_transfer, transfer_map, data write, transfer_unmap, and
383 transfer_destroy all in one.
384
385
386 The box parameter to some of these functions defines a 1D, 2D or 3D
387 region of pixels. This is self-explanatory for 1D, 2D and 3D texture
388 targets.
389
390 For PIPE_TEXTURE_1D_ARRAY, the box::y and box::height fields refer to the
391 array dimension of the texture.
392
393 For PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth fields refer to the
394 array dimension of the texture.
395
396 For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
397 faces of the cube map (z + depth <= 6).
398
399
400
401 .. _transfer_flush_region:
402
403 transfer_flush_region
404 %%%%%%%%%%%%%%%%%%%%%
405
406 If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
407 be flushed on write or unmap. Flushes must be requested with
408 ``transfer_flush_region``. Flush ranges are relative to the mapped range, not
409 the beginning of the resource.
410
411
412
413 .. _redefine_user_buffer:
414
415 redefine_user_buffer
416 %%%%%%%%%%%%%%%%%%%%
417
418 This function notifies a driver that the user buffer content has been changed.
419 The updated region starts at ``offset`` and is ``size`` bytes large.
420 The ``offset`` is relative to the pointer specified in ``user_buffer_create``.
421 While uploading the user buffer, the driver is allowed not to upload
422 the memory outside of this region.
423 The width0 is redefined to ``MAX2(width0, offset+size)``.
424
425
426
427 .. _texture_barrier
428
429 texture_barrier
430 %%%%%%%%%%%%%%%
431
432 This function flushes all pending writes to the currently-set surfaces and
433 invalidates all read caches of the currently-set samplers.
434
435
436
437 .. _pipe_transfer:
438
439 PIPE_TRANSFER
440 ^^^^^^^^^^^^^
441
442 These flags control the behavior of a transfer object.
443
444 ``PIPE_TRANSFER_READ``
445 Resource contents read back (or accessed directly) at transfer create time.
446
447 ``PIPE_TRANSFER_WRITE``
448 Resource contents will be written back at transfer_destroy time (or modified
449 as a result of being accessed directly).
450
451 ``PIPE_TRANSFER_MAP_DIRECTLY``
452 a transfer should directly map the resource. May return NULL if not supported.
453
454 ``PIPE_TRANSFER_DISCARD_RANGE``
455 The memory within the mapped region is discarded. Cannot be used with
456 ``PIPE_TRANSFER_READ``.
457
458 ``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
459 Discards all memory backing the resource. It should not be used with
460 ``PIPE_TRANSFER_READ``.
461
462 ``PIPE_TRANSFER_DONTBLOCK``
463 Fail if the resource cannot be mapped immediately.
464
465 ``PIPE_TRANSFER_UNSYNCHRONIZED``
466 Do not synchronize pending operations on the resource when mapping. The
467 interaction of any writes to the map and any operations pending on the
468 resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
469
470 ``PIPE_TRANSFER_FLUSH_EXPLICIT``
471 Written ranges will be notified later with :ref:`transfer_flush_region`.
472 Cannot be used with ``PIPE_TRANSFER_READ``.