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462 lines
19 KiB
Text
462 lines
19 KiB
Text
This document compares the D3D10/D3D11 device driver interface with Gallium.
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It is written from the perspective of a developer implementing a D3D10/D3D11 driver as a Gallium state tracker.
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Note that naming and other cosmetic differences are not noted, since they don't really matter and would severely clutter the document.
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Gallium/OpenGL terminology is used in preference to D3D terminology.
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NOTE: this document tries to be complete but most likely isn't fully complete and also not fully correct: please submit patches if you spot anything incorrect
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Also note that this is specifically for the DirectX 10/11 Windows Vista/7 DDI interfaces.
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DirectX 9 has both user-mode (for Vista) and kernel mode (pre-Vista) interfaces, but they are significantly different from Gallium due to the presence of a lot of fixed function functionality.
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The user-visible DirectX 10/11 interfaces are distinct from the kernel DDI, but they match very closely.
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* Accessing Microsoft documentation
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See http://msdn.microsoft.com/en-us/library/dd445501.aspx ("D3D11DDI_DEVICEFUNCS") for D3D documentation.
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Also see http://download.microsoft.com/download/f/2/d/f2d5ee2c-b7ba-4cd0-9686-b6508b5479a1/direct3d10_web.pdf ("The Direct3D 10 System" by David Blythe) for an introduction to Direct3D 10 and the rationale for its design.
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The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation.
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To get the headers from Linux, run the following, in a dedicated directory:
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wget http://download.microsoft.com/download/4/A/2/4A25C7D5-EFBE-4182-B6A9-AE6850409A78/GRMWDK_EN_7600_1.ISO
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sudo mount -o loop GRMWDK_EN_7600_1.ISO /mnt/tmp
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cabextract -x /mnt/tmp/wdk/headers_cab001.cab
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rename 's/^_(.*)_[0-9]*$/$1/' *
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sudo umount /mnt/tmp
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d3d10umddi.h contains the DDI interface analyzed in this document: note that it is much easier to read this online on MSDN.
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d3d{10,11}TokenizedProgramFormat.hpp contains the shader bytecode definitions: this is not available on MSDN.
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d3d9types.h contains DX9 shader bytecode, and DX9 types
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d3dumddi.h contains the DirectX 9 DDI interface
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* Glossary
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BC1: DXT1
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BC2: DXT3
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BC3: DXT5
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BC5: RGTC1
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BC6H: BPTC float
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BC7: BPTC
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CS = compute shader: OpenCL-like shader
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DS = domain shader: tessellation evaluation shader
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HS = hull shader: tessellation control shader
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IA = input assembler: primitive assembly
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Input layout: vertex elements
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OM = output merger: blender
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PS = pixel shader: fragment shader
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Primitive topology: primitive type
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Resource: buffer or texture
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Shader resource (view): sampler view
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SO = stream out: transform feedback
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Unordered access view: view supporting random read/write access (usually from compute shaders)
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* Legend
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-: features D3D11 has and Gallium lacks
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+: features Gallium has and D3D11 lacks
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!: differences between D3D11 and Gallium
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*: possible improvements to Gallium
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>: references to comparisons of special enumerations
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#: comment
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* Gallium functions with no direct D3D10/D3D11 equivalent
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clear
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+ Gallium supports clearing both render targets and depth/stencil with a single call
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fence_signalled
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fence_finish
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+ D3D10/D3D11 don't appear to support explicit fencing; queries can often substitute though, and flushing is supported
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set_clip_state
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+ Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them
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set_polygon_stipple
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+ Gallium supports polygon stipple
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clearRT/clearDS
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+ Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views
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* DirectX 10/11 DDI functions and Gallium equivalents
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AbandonCommandList (D3D11 only)
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- Gallium does not support deferred contexts
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CalcPrivateBlendStateSize
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CalcPrivateDepthStencilStateSize
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CalcPrivateDepthStencilViewSize
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CalcPrivateElementLayoutSize
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CalcPrivateGeometryShaderWithStreamOutput
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CalcPrivateOpenedResourceSize
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CalcPrivateQuerySize
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CalcPrivateRasterizerStateSize
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CalcPrivateRenderTargetViewSize
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CalcPrivateResourceSize
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CalcPrivateSamplerSize
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CalcPrivateShaderResourceViewSize
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CalcPrivateShaderSize
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CalcDeferredContextHandleSize (D3D11 only)
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CalcPrivateCommandListSize (D3D11 only)
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CalcPrivateDeferredContextSize (D3D11 only)
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CalcPrivateTessellationShaderSize (D3D11 only)
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CalcPrivateUnorderedAccessViewSize (D3D11 only)
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! D3D11 allocates private objects itself, using the size computed here
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* Gallium could do something similar to be able to put the private data inline into state tracker objects: this would allow them to fit in the same cacheline and improve performance
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CheckDeferredContextHandleSizes (D3D11 only)
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- Gallium does not support deferred contexts
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CheckFormatSupport -> screen->is_format_supported
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! Gallium passes usages to this function, D3D11 returns them
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- Gallium does not differentiate between blendable and non-blendable render targets
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! Gallium includes sample count directly, D3D11 uses additional query
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CheckMultisampleQualityLevels
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! is merged with is_format_supported
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CommandListExecute (D3D11 only)
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- Gallium does not support command lists
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CopyStructureCount (D3D11 only)
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- Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
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ClearDepthStencilView -> clear_depth_stencil
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ClearRenderTargetView -> clear_render_target
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# D3D11 is not totally clear about whether this applies to any view or only a "currently-bound view"
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+ Gallium allows to clear both depth/stencil and render target(s) in a single operation
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+ Gallium supports double-precision depth values (but not rgba values!)
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* May want to also support double-precision rgba or use "float" for "depth"
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ClearUnorderedAccessViewFloat (D3D11 only)
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ClearUnorderedAccessViewUint (D3D11 only)
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- Gallium does not support unordered access views (views that can be written to arbitrarily from compute shaders)
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CreateBlendState (extended in D3D10.1) -> create_blend_state
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# D3D10 does not support per-RT blend modes (but per-RT blending), only D3D10.1 does
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+ Gallium supports logic ops
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+ Gallium supports dithering
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+ Gallium supports using the broadcast alpha component of the blend constant color
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CreateCommandList (D3D11 only)
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- Gallium does not support command lists
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CreateComputeShader (D3D11 only)
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- Gallium does not support compute shaders
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CreateDeferredContext (D3D11 only)
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- Gallium does not support deferred contexts
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CreateDomainShader (D3D11 only)
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- Gallium does not support domain shaders
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CreateHullShader (D3D11 only)
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- Gallium does not support hull shaders
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CreateUnorderedAccessView (D3D11 only)
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- Gallium does not support unordered access views
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CreateDepthStencilState -> create_depth_stencil_alpha_state
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! D3D11 has both a global stencil enable, and front/back enables; Gallium has only front/back enables
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+ Gallium has per-face writemask/valuemasks, D3D11 uses the same value for back and front
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+ Gallium supports the alpha test, which D3D11 lacks
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CreateDepthStencilView -> create_surface
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CreateRenderTargetView -> create_surface
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! Gallium merges depthstencil and rendertarget views into pipe_surface
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- lack of render-to-buffer support
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+ Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory)
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CreateElementLayout -> create_vertex_elements_state
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! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially
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! D3D11 has an extra flag (InputSlotClass) that is the same as instance_divisor == 0
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CreateGeometryShader -> create_gs_state
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CreateGeometryShaderWithStreamOutput -> create_gs_state + create_stream_output_state
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CreatePixelShader -> create_fs_state
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CreateVertexShader -> create_vs_state
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> bytecode is different (see D3d10tokenizedprogramformat.hpp)
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! D3D11 describes input/outputs separately from bytecode; Gallium has the tgsi_scan.c module to extract it from TGSI
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@ TODO: look into DirectX 10/11 semantics specification and bytecode
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CheckCounter
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CheckCounterInfo
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CreateQuery -> create_query
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! D3D11 implements fences with "event" queries
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* others are performance counters, we may want them but they are not critical
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CreateRasterizerState
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+ Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT
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+ Gallium, like OpenGL, supports per-face polygon fill modes
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+ Gallium, like OpenGL, supports culling everything
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+ Gallium, like OpenGL, supports two-side lighting; D3D11 only has the facing attribute
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+ Gallium, like OpenGL, supports per-fill-mode polygon offset enables
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+ Gallium, like OpenGL, supports polygon smoothing
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+ Gallium, like OpenGL, supports polygon stipple
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+ Gallium, like OpenGL, supports point smoothing
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+ Gallium, like OpenGL, supports point sprites
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+ Gallium supports specifying point quad rasterization
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+ Gallium, like OpenGL, supports per-point point size
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+ Gallium, like OpenGL, supports line smoothing
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+ Gallium, like OpenGL, supports line stipple
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+ Gallium supports line last pixel rule specification
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+ Gallium, like OpenGL, supports provoking vertex convention
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+ Gallium supports D3D9 rasterization rules
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+ Gallium supports fixed line width
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+ Gallium supports fixed point size
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CreateResource -> texture_create or buffer_create
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! D3D11 passes the dimensions of all mipmap levels to the create call, while Gallium has an implicit floor(x/2) rule
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# Note that hardware often has the implicit rule, so the D3D11 interface seems to make little sense
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# Also, the D3D11 API does not allow the user to specify mipmap sizes, so this really seems a dubious decision on Microsoft's part
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- D3D11 supports specifying initial data to write in the resource
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- Gallium does not support unordered access buffers
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! D3D11 specifies mapping flags (i.e. read/write/discard);:it's unclear what they are used for here
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- 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)
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- Gallium does not support indirect draw call parameter buffers
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! D3D11 supports specifying hardware modes and other stuff here for scanout resources
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! D3D11 implements cube maps as 2D array textures
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CreateSampler
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- D3D11 supports a monochrome convolution filter for "text filtering"
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+ Gallium supports non-normalized coordinates
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+ Gallium supports CLAMP, MIRROR_CLAMP and MIRROR_CLAMP_TO_BORDER
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+ Gallium supports setting min/max/mip filters and anisotropy independently
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CreateShaderResourceView (extended in D3D10.1) -> create_sampler_view
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+ Gallium supports specifying a swizzle
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! D3D11 implements "cube views" as views into a 2D array texture
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CsSetConstantBuffers (D3D11 only)
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CsSetSamplers (D3D11 only)
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CsSetShader (D3D11 only)
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CsSetShaderResources (D3D11 only)
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CsSetShaderWithIfaces (D3D11 only)
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CsSetUnorderedAccessViews (D3D11 only)
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- Gallium does not support compute shaders
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DestroyBlendState
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DestroyCommandList (D3D11 only)
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DestroyDepthStencilState
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DestroyDepthStencilView
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DestroyDevice
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DestroyElementLayout
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DestroyQuery
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DestroyRasterizerState
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DestroyRenderTargetView
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DestroyResource
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DestroySampler
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DestroyShader
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DestroyShaderResourceView
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DestroyUnorderedAccessView (D3D11 only)
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# these are trivial
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Dispatch (D3D11 only)
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- Gallium does not support compute shaders
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DispatchIndirect (D3D11 only)
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- Gallium does not support compute shaders
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Draw -> draw_vbo
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! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
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DrawAuto -> draw_auto
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DrawIndexed -> draw_vbo
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! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
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+ D3D11 lacks explicit range, which is required for OpenGL
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DrawIndexedInstanced -> draw_vbo
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! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
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DrawIndexedInstancedIndirect (D3D11 only)
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# this allows to use an hardware buffer to specify the parameters for multiple draw_vbo calls
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- Gallium does not support draw call parameter buffers and indirect draw
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DrawInstanced -> draw_vbo
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! D3D11 sets primitive modes separately with IaSetTopology: it's not obvious which is better
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DrawInstancedIndirect (D3D11 only)
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# this allows to use an hardware buffer to specify the parameters for multiple draw_vbo calls
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- Gallium does not support draw call parameter buffers and indirect draws
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DsSetConstantBuffers (D3D11 only)
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DsSetSamplers (D3D11 only)
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DsSetShader (D3D11 only)
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DsSetShaderResources (D3D11 only)
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DsSetShaderWithIfaces (D3D11 only)
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- Gallium does not support domain shaders
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Flush -> flush
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! Gallium supports fencing, D3D11 just has a dumb glFlush-like function
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GenMips
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- Gallium lacks a mipmap generation interface, and does this manually with the 3D engine
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* it may be useful to add a mipmap generation interface, since the hardware (especially older cards) may have a better way than using the 3D engine
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GsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_GEOMETRY, i, phBuffers[i])
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GsSetSamplers
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- Gallium does not support sampling in geometry shaders
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GsSetShader -> bind_gs_state
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GsSetShaderWithIfaces (D3D11 only)
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- Gallium does not support shader interfaces
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GsSetShaderResources
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- Gallium does not support sampling in geometry shaders
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HsSetConstantBuffers (D3D11 only)
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HsSetSamplers (D3D11 only)
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HsSetShader (D3D11 only)
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HsSetShaderResources (D3D11 only)
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HsSetShaderWithIfaces (D3D11 only)
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- Gallium does not support hull shaders
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IaSetIndexBuffer -> set_index_buffer
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+ Gallium supports 8-bit indices
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# the D3D11 interface allows index-size-unaligned byte offsets into the index buffer; most drivers will abort with an assertion
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IaSetInputLayout -> bind_vertex_elements_state
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IaSetTopology
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! Gallium passes the topology = primitive type to the draw calls
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* may want to add an interface for this
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- Gallium lacks support for DirectX 11 tessellated primitives
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+ Gallium supports line loops, triangle fans, quads, quad strips and polygons
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IaSetVertexBuffers -> set_vertex_buffers
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- Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset
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OpenResource -> texture_from_handle
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PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i])
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* may want to split into fragment/vertex-specific versions
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PsSetSamplers -> bind_fragment_sampler_states
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* may want to allow binding subsets instead of all at once
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PsSetShader -> bind_fs_state
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PsSetShaderWithIfaces (D3D11 only)
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- Gallium does not support shader interfaces
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PsSetShaderResources -> set_fragment_sampler_views
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* may want to allow binding subsets instead of all at once
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QueryBegin -> begin_query
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QueryEnd -> end_query
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QueryGetData -> get_query_result
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- D3D11 supports reading an arbitrary data chunk for query results, Gallium only supports reading a 64-bit integer
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+ D3D11 doesn't seem to support actually waiting for the query result (?!)
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- D3D11 supports optionally not flushing command buffers here and instead returning DXGI_DDI_ERR_WASSTILLDRAWING
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RecycleCommandList (D3D11 only)
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RecycleCreateCommandList (D3D11 only)
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RecycleDestroyCommandList (D3D11 only)
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- Gallium does not support command lists
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RecycleCreateDeferredContext (D3D11 only)
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- Gallium does not support deferred contexts
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RelocateDeviceFuncs
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- Gallium does not support moving pipe_context, while D3D11 seems to, using this
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ResetPrimitiveID (D3D10.1+ only, #ifdef D3D10PSGP)
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# used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf)
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# presumably this resets the primitive id system value
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- Gallium does not support vertex pipeline bypass anymore
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ResourceCopy
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ResourceCopyRegion
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ResourceConvert (D3D10.1+ only)
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ResourceConvertRegion (D3D10.1+ only)
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-> resource_copy_region
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ResourceIsStagingBusy ->
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- Gallium lacks this
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+ Gallium can use fences
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ResourceReadAfterWriteHazard
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- Gallium lacks this
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ResourceResolveSubresource -> resource_resolve
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ResourceMap
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ResourceUnmap
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DynamicConstantBufferMapDiscard
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DynamicConstantBufferUnmap
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DynamicIABufferMapDiscard
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DynamicIABufferMapNoOverwrite
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DynamicIABufferUnmap
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DynamicResourceMapDiscard
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DynamicResourceUnmap
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StagingResourceMap
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StagingResourceUnmap
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-> transfer functions
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! Gallium and D3D have different semantics for transfers
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* D3D separates vertex/index buffers from constant buffers
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! D3D separates some buffer flags into specialized calls
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ResourceUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
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DefaultConstantBufferUpdateSubresourceUP -> transfer functionality, transfer_inline_write in gallium-resources
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SetBlendState -> bind_blend_state, set_blend_color and set_sample_mask
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! D3D11 fuses bind_blend_state, set_blend_color and set_sample_mask in a single function
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SetDepthStencilState -> bind_depth_stencil_alpha_state and set_stencil_ref
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! D3D11 fuses bind_depth_stencil_alpha_state and set_stencil_ref in a single function
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SetPredication -> render_condition
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# here both D3D11 and Gallium seem very limited (hardware is too, probably though)
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# ideally, we should support nested conditional rendering, as well as more complex tests (checking for an arbitrary range, after an AND with arbitrary mask )
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# of couse, hardware support is probably as limited as OpenGL/D3D11
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+ Gallium, like NV_conditional_render, supports by-region and wait flags
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- D3D11 supports predication conditional on being equal any value (along with occlusion predicates); Gallium only supports on non-zero
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SetRasterizerState -> bind_rasterizer_state
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SetRenderTargets (extended in D3D11) -> set_framebuffer_state
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! Gallium passed a width/height here, D3D11 does not
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! Gallium lacks ClearTargets (but this is redundant and the driver can trivially compute this if desired)
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- Gallium does not support unordered access views
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- Gallium does not support geometry shader selection of texture array image / 3D texture zslice
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SetResourceMinLOD (D3D11 only) -> pipe_sampler_view::tex::first_level
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SetScissorRects
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- Gallium lacks support for multiple geometry-shader-selectable scissor rectangles D3D11 has
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SetTextFilterSize
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- Gallium lacks support for text filters
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SetVertexPipelineOutput (D3D10.1+ only)
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# used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf)
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- Gallium does not support vertex pipeline bypass anymore
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SetViewports
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- Gallium lacks support for multiple geometry-shader-selectable viewports D3D11 has
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ShaderResourceViewReadAfterWriteHazard
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- Gallium lacks support for this
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+ Gallium has texture_barrier
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SoSetTargets -> set_stream_output_buffers
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VsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_VERTEX, i, phBuffers[i])
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* may want to split into fragment/vertex-specific versions
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VsSetSamplers -> bind_vertex_sampler_states
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* may want to allow binding subsets instead of all at once
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VsSetShader -> bind_vs_state
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VsSetShaderWithIfaces (D3D11 only)
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- Gallium does not support shader interfaces
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VsSetShaderResources -> set_fragment_sampler_views
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* may want to allow binding subsets instead of all at once
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