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