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authorRoland Scheidegger <sroland@vmware.com>2010-05-28 23:57:47 +0200
committerRoland Scheidegger <sroland@vmware.com>2010-05-28 23:57:47 +0200
commit0cd70b554cb0bb9280f83fddf4f1451fddd37230 (patch)
tree39c4dfc0433c6190d78f1716ae8e54c96a757568 /src/gallium/docs
parentd3f598a506d911e7cbbe561a798d284a154da3cd (diff)
gallium: clear interface changes
clears were a bit limited in gallium: - no scissoring (OGL only) nor explicit rectangle list (d3d9) - no color/stencil masks (OGL only) - no separate depth/stencil clears (d3d9/d3d10/OGL) - cannot really clear single color buffer (only with resource_fill_region) Additionally, d3d can clear surfaces not currently bound to the framebuffer. It is, however, not easy to find some common ground what a clear should be able to do, due to both API requirements and also hw differences (a case which might be able to use a special clear path on one hw might need a "normal" quad render on another). Hence several clear methods are provided, and a driver should implement all of them. - clear: slightly modified to also be able to clear only depth or stencil in a combined depth/stencil surface. This is however optional based on driver capability though ideally it wouldn't be optional. AFAIK this is in fact something used by applications quite a bit. Otherwise, for now still doesn't allow clearing with scissors/mask (or single color buffers) - clearRT: clears a single (potentially unbound) color surface. This was formerly roughly known as resource_fill_region. mesa st will not currently use this, though potentially would be useful for GL ClearBuffer. - clearDS: similar to above except for depth stencil surfaces. Note that clearDS/clearRT currently handle can handle partial clear. This might change however.
Diffstat (limited to 'src/gallium/docs')
-rw-r--r--src/gallium/docs/d3d11ddi.txt2
-rw-r--r--src/gallium/docs/source/context.rst27
2 files changed, 21 insertions, 8 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt
index d9c2b441a94..e3368fdbd69 100644
--- a/src/gallium/docs/d3d11ddi.txt
+++ b/src/gallium/docs/d3d11ddi.txt
@@ -79,7 +79,7 @@ set_clip_state
set_polygon_stipple
+ Gallium supports polygon stipple
-resource_fill_region
+clearRT/clearDS
+ Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views
* DirectX 10/11 DDI functions and Gallium equivalents
diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst
index 89c02b1b703..037afb0743a 100644
--- a/src/gallium/docs/source/context.rst
+++ b/src/gallium/docs/source/context.rst
@@ -102,14 +102,29 @@ the LOD range the texture is going to be constrained to.
Clearing
^^^^^^^^
+Clear is one of the most difficult concepts to nail down to a single
+interface (due to both different requirements from APIs and also driver/hw
+specific differences).
+
``clear`` initializes some or all of the surfaces currently bound to
the framebuffer to particular RGBA, depth, or stencil values.
+Currently, this does not take into account color or stencil write masks (as
+used by GL), and always clears the whole surfaces (no scissoring as used by
+GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
+only depth or stencil in a combined depth/stencil surface, if the driver
+supports PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE.
+If a surface includes several layers/slices (XXX: not yet...) then all layers
+will be cleared.
-Clear is one of the most difficult concepts to nail down to a single
-interface and it seems likely that we will want to add additional
-clear paths, for instance clearing surfaces not bound to the
-framebuffer, or read-modify-write clears such as depth-only or
-stencil-only clears of packed depth-stencil buffers.
+``clearRT`` clears a single color rendertarget with the specified color
+value. While it is only possible to clear one surface at a time (which can
+include several layers), this surface need not be bound to the framebuffer.
+
+``clearDS``clears a single depth, stencil or depth/stencil surface with
+the specified depth and stencil values (for combined depth/stencil buffers,
+is is also possible to only clear one or the other part). While it is only
+possible to clear one surface at a time (which can include several layers),
+this surface need not be bound to the framebuffer.
Drawing
@@ -266,8 +281,6 @@ These methods operate directly on ``pipe_resource`` objects, and stand
apart from any 3D state in the context. Blitting functionality may be
moved to a separate abstraction at some point in the future.
-``resource_fill_region`` performs a fill operation on a section of a resource.
-
``resource_copy_region`` blits a region of a subresource of a resource to a
region of another subresource of a resource, provided that both resources have the
same format. The source and destination may be the same resource, but overlapping