+ Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front
+ Gallium supports the alpha test, which D3D11 lacks
-CreateDepthStencilView -> get_tex_surface
-CreateRenderTargetView -> get_tex_surface
+CreateDepthStencilView -> create_surface
+CreateRenderTargetView -> create_surface
! Gallium merges depthstencil and rendertarget views into pipe_surface, which also doubles as a 2D surface abstraction
- lack of texture array support
- lack of render-to-buffer support
! D3D11 specifies mapping flags (i.e. read/write/discard);:it's unclear what they are used for here
- 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)
- Gallium does not support indirect draw call parameter buffers
- - Gallium lacks array textures
! D3D11 supports specifying hardware modes and other stuff here for scanout resources
+ Gallium allows specifying minimum buffer alignment
! D3D11 implements cube maps as 2D array textures
+ Gallium supports line loops, triangle fans, quads, quad strips and polygons
IaSetVertexBuffers -> set_vertex_buffers
- + Gallium allows to specify a max_index here
- Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset
OpenResource -> texture_from_handle
SetViewports
- Gallium lacks support for multiple geometry-shader-selectable viewports D3D11 has
-ShaderResourceViewReadAfterWriteHazard -> flush(PIPE_FLUSH_RENDER_CACHE)
- - Gallium does not support specifying this per-render-target/view
+ShaderResourceViewReadAfterWriteHazard
+ - Gallium lacks support for this
SoSetTargets -> set_stream_output_buffers