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      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 * ``set_window_rectangles`` sets the window rectangles to be used for
     83   rendering, as defined by GL_EXT_window_rectangles. There are two
     84   modes - include and exclude, which define whether the supplied
     85   rectangles are to be used for including fragments or excluding
     86   them. All of the rectangles are ORed together, so in exclude mode,
     87   any fragment inside any rectangle would be culled, while in include
     88   mode, any fragment outside all rectangles would be culled. xmin/ymin
     89   are inclusive, while xmax/ymax are exclusive (same as scissor states
     90   above). Note that this only applies to draws, not clears or
     91   blits. (Blits have their own way to pass the requisite rectangles
     92   in.)
     93 * ``set_tess_state`` configures the default tessellation parameters:
     94   * ``default_outer_level`` is the default value for the outer tessellation
     95     levels. This corresponds to GL's ``PATCH_DEFAULT_OUTER_LEVEL``.
     96   * ``default_inner_level`` is the default value for the inner tessellation
     97     levels. This corresponds to GL's ``PATCH_DEFAULT_INNER_LEVEL``.
     98 * ``set_debug_callback`` sets the callback to be used for reporting
     99   various debug messages, eventually reported via KHR_debug and
    100   similar mechanisms.
    101 
    102 
    103 Sampler Views
    104 ^^^^^^^^^^^^^
    105 
    106 These are the means to bind textures to shader stages. To create one, specify
    107 its format, swizzle and LOD range in sampler view template.
    108 
    109 If texture format is different than template format, it is said the texture
    110 is being cast to another format. Casting can be done only between compatible
    111 formats, that is formats that have matching component order and sizes.
    112 
    113 Swizzle fields specify they way in which fetched texel components are placed
    114 in the result register. For example, ``swizzle_r`` specifies what is going to be
    115 placed in first component of result register.
    116 
    117 The ``first_level`` and ``last_level`` fields of sampler view template specify
    118 the LOD range the texture is going to be constrained to. Note that these
    119 values are in addition to the respective min_lod, max_lod values in the
    120 pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
    121 level used for sampling from the resource is effectively the fifth).
    122 
    123 The ``first_layer`` and ``last_layer`` fields specify the layer range the
    124 texture is going to be constrained to. Similar to the LOD range, this is added
    125 to the array index which is used for sampling.
    126 
    127 * ``set_sampler_views`` binds an array of sampler views to a shader stage.
    128   Every binding point acquires a reference
    129   to a respective sampler view and releases a reference to the previous
    130   sampler view.
    131 
    132 * ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
    133   with the sampler view which results in sampler view holding a reference
    134   to the texture. Format specified in template must be compatible
    135   with texture format.
    136 
    137 * ``sampler_view_destroy`` destroys a sampler view and releases its reference
    138   to associated texture.
    139 
    140 Shader Resources
    141 ^^^^^^^^^^^^^^^^
    142 
    143 Shader resources are textures or buffers that may be read or written
    144 from a shader without an associated sampler.  This means that they
    145 have no support for floating point coordinates, address wrap modes or
    146 filtering.
    147 
    148 There are 2 types of shader resources: buffers and images.
    149 
    150 Buffers are specified using the ``set_shader_buffers`` method.
    151 
    152 Images are specified using the ``set_shader_images`` method. When binding
    153 images, the ``level``, ``first_layer`` and ``last_layer`` pipe_image_view
    154 fields specify the mipmap level and the range of layers the image will be
    155 constrained to.
    156 
    157 Surfaces
    158 ^^^^^^^^
    159 
    160 These are the means to use resources as color render targets or depthstencil
    161 attachments. To create one, specify the mip level, the range of layers, and
    162 the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
    163 Note that layer values are in addition to what is indicated by the geometry
    164 shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
    165 shader indicates index 2, the 5th layer of the resource will be used). These
    166 first_layer and last_layer parameters will only be used for 1d array, 2d array,
    167 cube, and 3d textures otherwise they are 0.
    168 
    169 * ``create_surface`` creates a new surface.
    170 
    171 * ``surface_destroy`` destroys a surface and releases its reference to the
    172   associated resource.
    173 
    174 Stream output targets
    175 ^^^^^^^^^^^^^^^^^^^^^
    176 
    177 Stream output, also known as transform feedback, allows writing the primitives
    178 produced by the vertex pipeline to buffers. This is done after the geometry
    179 shader or vertex shader if no geometry shader is present.
    180 
    181 The stream output targets are views into buffer resources which can be bound
    182 as stream outputs and specify a memory range where it's valid to write
    183 primitives. The pipe driver must implement memory protection such that any
    184 primitives written outside of the specified memory range are discarded.
    185 
    186 Two stream output targets can use the same resource at the same time, but
    187 with a disjoint memory range.
    188 
    189 Additionally, the stream output target internally maintains the offset
    190 into the buffer which is incremented everytime something is written to it.
    191 The internal offset is equal to how much data has already been written.
    192 It can be stored in device memory and the CPU actually doesn't have to query
    193 it.
    194 
    195 The stream output target can be used in a draw command to provide
    196 the vertex count. The vertex count is derived from the internal offset
    197 discussed above.
    198 
    199 * ``create_stream_output_target`` create a new target.
    200 
    201 * ``stream_output_target_destroy`` destroys a target. Users of this should
    202   use pipe_so_target_reference instead.
    203 
    204 * ``set_stream_output_targets`` binds stream output targets. The parameter
    205   offset is an array which specifies the internal offset of the buffer. The
    206   internal offset is, besides writing, used for reading the data during the
    207   draw_auto stage, i.e. it specifies how much data there is in the buffer
    208   for the purposes of the draw_auto stage. -1 means the buffer should
    209   be appended to, and everything else sets the internal offset.
    210 
    211 NOTE: The currently-bound vertex or geometry shader must be compiled with
    212 the properly-filled-in structure pipe_stream_output_info describing which
    213 outputs should be written to buffers and how. The structure is part of
    214 pipe_shader_state.
    215 
    216 Clearing
    217 ^^^^^^^^
    218 
    219 Clear is one of the most difficult concepts to nail down to a single
    220 interface (due to both different requirements from APIs and also driver/hw
    221 specific differences).
    222 
    223 ``clear`` initializes some or all of the surfaces currently bound to
    224 the framebuffer to particular RGBA, depth, or stencil values.
    225 Currently, this does not take into account color or stencil write masks (as
    226 used by GL), and always clears the whole surfaces (no scissoring as used by
    227 GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
    228 only depth or stencil in a combined depth/stencil surface.
    229 If a surface includes several layers then all layers will be cleared.
    230 
    231 ``clear_render_target`` clears a single color rendertarget with the specified
    232 color value. While it is only possible to clear one surface at a time (which can
    233 include several layers), this surface need not be bound to the framebuffer.
    234 If render_condition_enabled is false, any current rendering condition is ignored
    235 and the clear will be unconditional.
    236 
    237 ``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
    238 with the specified depth and stencil values (for combined depth/stencil buffers,
    239 it is also possible to only clear one or the other part). While it is only
    240 possible to clear one surface at a time (which can include several layers),
    241 this surface need not be bound to the framebuffer.
    242 If render_condition_enabled is false, any current rendering condition is ignored
    243 and the clear will be unconditional.
    244 
    245 ``clear_texture`` clears a non-PIPE_BUFFER resource's specified level
    246 and bounding box with a clear value provided in that resource's native
    247 format.
    248 
    249 ``clear_buffer`` clears a PIPE_BUFFER resource with the specified clear value
    250 (which may be multiple bytes in length). Logically this is a memset with a
    251 multi-byte element value starting at offset bytes from resource start, going
    252 for size bytes. It is guaranteed that size % clear_value_size == 0.
    253 
    254 
    255 Drawing
    256 ^^^^^^^
    257 
    258 ``draw_vbo`` draws a specified primitive.  The primitive mode and other
    259 properties are described by ``pipe_draw_info``.
    260 
    261 The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
    262 the mode of the primitive and the vertices to be fetched, in the range between
    263 ``start`` to ``start``+``count``-1, inclusive.
    264 
    265 Every instance with instanceID in the range between ``start_instance`` and
    266 ``start_instance``+``instance_count``-1, inclusive, will be drawn.
    267 
    268 If there is an index buffer bound, and ``indexed`` field is true, all vertex
    269 indices will be looked up in the index buffer.
    270 
    271 In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
    272 and upper bound of the indices contained in the index buffer inside the range
    273 between ``start`` to ``start``+``count``-1.  This allows the driver to
    274 determine which subset of vertices will be referenced during te draw call
    275 without having to scan the index buffer.  Providing a over-estimation of the
    276 the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
    277 0xffffffff respectively, must give exactly the same rendering, albeit with less
    278 performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
    279 processed.  Providing a underestimation of the true bounds will result in
    280 undefined behavior, but should not result in program or system failure.
    281 
    282 In case of non-indexed draw, ``min_index`` should be set to
    283 ``start`` and ``max_index`` should be set to ``start``+``count``-1.
    284 
    285 ``index_bias`` is a value added to every vertex index after lookup and before
    286 fetching vertex attributes.
    287 
    288 When drawing indexed primitives, the primitive restart index can be
    289 used to draw disjoint primitive strips.  For example, several separate
    290 line strips can be drawn by designating a special index value as the
    291 restart index.  The ``primitive_restart`` flag enables/disables this
    292 feature.  The ``restart_index`` field specifies the restart index value.
    293 
    294 When primitive restart is in use, array indexes are compared to the
    295 restart index before adding the index_bias offset.
    296 
    297 If a given vertex element has ``instance_divisor`` set to 0, it is said
    298 it contains per-vertex data and effective vertex attribute address needs
    299 to be recalculated for every index.
    300 
    301   attribAddr = ``stride`` * index + ``src_offset``
    302 
    303 If a given vertex element has ``instance_divisor`` set to non-zero,
    304 it is said it contains per-instance data and effective vertex attribute
    305 address needs to recalculated for every ``instance_divisor``-th instance.
    306 
    307   attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
    308 
    309 In the above formulas, ``src_offset`` is taken from the given vertex element
    310 and ``stride`` is taken from a vertex buffer associated with the given
    311 vertex element.
    312 
    313 The calculated attribAddr is used as an offset into the vertex buffer to
    314 fetch the attribute data.
    315 
    316 The value of ``instanceID`` can be read in a vertex shader through a system
    317 value register declared with INSTANCEID semantic name.
    318 
    319 
    320 Queries
    321 ^^^^^^^
    322 
    323 Queries gather some statistic from the 3D pipeline over one or more
    324 draws.  Queries may be nested, though not all state trackers exercise this.
    325 
    326 Queries can be created with ``create_query`` and deleted with
    327 ``destroy_query``. To start a query, use ``begin_query``, and when finished,
    328 use ``end_query`` to end the query.
    329 
    330 ``create_query`` takes a query type (``PIPE_QUERY_*``), as well as an index,
    331 which is the vertex stream for ``PIPE_QUERY_PRIMITIVES_GENERATED`` and
    332 ``PIPE_QUERY_PRIMITIVES_EMITTED``, and allocates a query structure.
    333 
    334 ``begin_query`` will clear/reset previous query results.
    335 
    336 ``get_query_result`` is used to retrieve the results of a query.  If
    337 the ``wait`` parameter is TRUE, then the ``get_query_result`` call
    338 will block until the results of the query are ready (and TRUE will be
    339 returned).  Otherwise, if the ``wait`` parameter is FALSE, the call
    340 will not block and the return value will be TRUE if the query has
    341 completed or FALSE otherwise.
    342 
    343 ``get_query_result_resource`` is used to store the result of a query into
    344 a resource without synchronizing with the CPU. This write will optionally
    345 wait for the query to complete, and will optionally write whether the value
    346 is available instead of the value itself.
    347 
    348 ``set_active_query_state`` Set whether all current non-driver queries except
    349 TIME_ELAPSED are active or paused.
    350 
    351 The interface currently includes the following types of queries:
    352 
    353 ``PIPE_QUERY_OCCLUSION_COUNTER`` counts the number of fragments which
    354 are written to the framebuffer without being culled by
    355 :ref:`depth-stencil-alpha` testing or shader KILL instructions.
    356 The result is an unsigned 64-bit integer.
    357 This query can be used with ``render_condition``.
    358 
    359 In cases where a boolean result of an occlusion query is enough,
    360 ``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
    361 ``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
    362 value of FALSE for cases where COUNTER would result in 0 and TRUE
    363 for all other cases.
    364 This query can be used with ``render_condition``.
    365 
    366 ``PIPE_QUERY_TIME_ELAPSED`` returns the amount of time, in nanoseconds,
    367 the context takes to perform operations.
    368 The result is an unsigned 64-bit integer.
    369 
    370 ``PIPE_QUERY_TIMESTAMP`` returns a device/driver internal timestamp,
    371 scaled to nanoseconds, recorded after all commands issued prior to
    372 ``end_query`` have been processed.
    373 This query does not require a call to ``begin_query``.
    374 The result is an unsigned 64-bit integer.
    375 
    376 ``PIPE_QUERY_TIMESTAMP_DISJOINT`` can be used to check the
    377 internal timer resolution and whether the timestamp counter has become
    378 unreliable due to things like throttling etc. - only if this is FALSE
    379 a timestamp query (within the timestamp_disjoint query) should be trusted.
    380 The result is a 64-bit integer specifying the timer resolution in Hz,
    381 followed by a boolean value indicating whether the timestamp counter
    382 is discontinuous or disjoint.
    383 
    384 ``PIPE_QUERY_PRIMITIVES_GENERATED`` returns a 64-bit integer indicating
    385 the number of primitives processed by the pipeline (regardless of whether
    386 stream output is active or not).
    387 
    388 ``PIPE_QUERY_PRIMITIVES_EMITTED`` returns a 64-bit integer indicating
    389 the number of primitives written to stream output buffers.
    390 
    391 ``PIPE_QUERY_SO_STATISTICS`` returns 2 64-bit integers corresponding to
    392 the result of
    393 ``PIPE_QUERY_PRIMITIVES_EMITTED`` and
    394 the number of primitives that would have been written to stream output buffers
    395 if they had infinite space available (primitives_storage_needed), in this order.
    396 XXX the 2nd value is equivalent to ``PIPE_QUERY_PRIMITIVES_GENERATED`` but it is
    397 unclear if it should be increased if stream output is not active.
    398 
    399 ``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` returns a boolean value indicating
    400 whether the stream output targets have overflowed as a result of the
    401 commands issued between ``begin_query`` and ``end_query``.
    402 This query can be used with ``render_condition``.
    403 
    404 ``PIPE_QUERY_GPU_FINISHED`` returns a boolean value indicating whether
    405 all commands issued before ``end_query`` have completed. However, this
    406 does not imply serialization.
    407 This query does not require a call to ``begin_query``.
    408 
    409 ``PIPE_QUERY_PIPELINE_STATISTICS`` returns an array of the following
    410 64-bit integers:
    411 Number of vertices read from vertex buffers.
    412 Number of primitives read from vertex buffers.
    413 Number of vertex shader threads launched.
    414 Number of geometry shader threads launched.
    415 Number of primitives generated by geometry shaders.
    416 Number of primitives forwarded to the rasterizer.
    417 Number of primitives rasterized.
    418 Number of fragment shader threads launched.
    419 Number of tessellation control shader threads launched.
    420 Number of tessellation evaluation shader threads launched.
    421 If a shader type is not supported by the device/driver,
    422 the corresponding values should be set to 0.
    423 
    424 Gallium does not guarantee the availability of any query types; one must
    425 always check the capabilities of the :ref:`Screen` first.
    426 
    427 
    428 Conditional Rendering
    429 ^^^^^^^^^^^^^^^^^^^^^
    430 
    431 A drawing command can be skipped depending on the outcome of a query
    432 (typically an occlusion query, or streamout overflow predicate).
    433 The ``render_condition`` function specifies the query which should be checked
    434 prior to rendering anything. Functions always honoring render_condition include
    435 (and are limited to) draw_vbo and clear.
    436 The blit, clear_render_target and clear_depth_stencil functions (but
    437 not resource_copy_region, which seems inconsistent) can also optionally honor
    438 the current render condition.
    439 
    440 If ``render_condition`` is called with ``query`` = NULL, conditional
    441 rendering is disabled and drawing takes place normally.
    442 
    443 If ``render_condition`` is called with a non-null ``query`` subsequent
    444 drawing commands will be predicated on the outcome of the query.
    445 Commands will be skipped if ``condition`` is equal to the predicate result
    446 (for non-boolean queries such as OCCLUSION_QUERY, zero counts as FALSE,
    447 non-zero as TRUE).
    448 
    449 If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
    450 query to complete before deciding whether to render.
    451 
    452 If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
    453 completed, the drawing command will be executed normally.  If the query
    454 has completed, drawing will be predicated on the outcome of the query.
    455 
    456 If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
    457 PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
    458 for the non-REGION modes but in the case that an occlusion query returns
    459 a non-zero result, regions which were occluded may be ommitted by subsequent
    460 drawing commands.  This can result in better performance with some GPUs.
    461 Normally, if the occlusion query returned a non-zero result subsequent
    462 drawing happens normally so fragments may be generated, shaded and
    463 processed even where they're known to be obscured.
    464 
    465 
    466 Flushing
    467 ^^^^^^^^
    468 
    469 ``flush``
    470 
    471 PIPE_FLUSH_END_OF_FRAME: Whether the flush marks the end of frame.
    472 
    473 PIPE_FLUSH_DEFERRED: It is not required to flush right away, but it is required
    474 to return a valid fence. If fence_finish is called with the returned fence
    475 and the context is still unflushed, and the ctx parameter of fence_finish is
    476 equal to the context where the fence was created, fence_finish will flush
    477 the context.
    478 
    479 
    480 ``flush_resource``
    481 
    482 Flush the resource cache, so that the resource can be used
    483 by an external client. Possible usage:
    484 - flushing a resource before presenting it on the screen
    485 - flushing a resource if some other process or device wants to use it
    486 This shouldn't be used to flush caches if the resource is only managed
    487 by a single pipe_screen and is not shared with another process.
    488 (i.e. you shouldn't use it to flush caches explicitly if you want to e.g.
    489 use the resource for texturing)
    490 
    491 
    492 
    493 Resource Busy Queries
    494 ^^^^^^^^^^^^^^^^^^^^^
    495 
    496 ``is_resource_referenced``
    497 
    498 
    499 
    500 Blitting
    501 ^^^^^^^^
    502 
    503 These methods emulate classic blitter controls.
    504 
    505 These methods operate directly on ``pipe_resource`` objects, and stand
    506 apart from any 3D state in the context.  Blitting functionality may be
    507 moved to a separate abstraction at some point in the future.
    508 
    509 ``resource_copy_region`` blits a region of a resource to a region of another
    510 resource, provided that both resources have the same format, or compatible
    511 formats, i.e., formats for which copying the bytes from the source resource
    512 unmodified to the destination resource will achieve the same effect of a
    513 textured quad blitter.. The source and destination may be the same resource,
    514 but overlapping blits are not permitted.
    515 This can be considered the equivalent of a CPU memcpy.
    516 
    517 ``blit`` blits a region of a resource to a region of another resource, including
    518 scaling, format conversion, and up-/downsampling, as well as a destination clip
    519 rectangle (scissors) and window rectangles. It can also optionally honor the
    520 current render condition (but either way the blit itself never contributes
    521 anything to queries currently gathering data).
    522 As opposed to manually drawing a textured quad, this lets the pipe driver choose
    523 the optimal method for blitting (like using a special 2D engine), and usually
    524 offers, for example, accelerated stencil-only copies even where
    525 PIPE_CAP_SHADER_STENCIL_EXPORT is not available.
    526 
    527 
    528 Transfers
    529 ^^^^^^^^^
    530 
    531 These methods are used to get data to/from a resource.
    532 
    533 ``transfer_map`` creates a memory mapping and the transfer object
    534 associated with it.
    535 The returned pointer points to the start of the mapped range according to
    536 the box region, not the beginning of the resource. If transfer_map fails,
    537 the returned pointer to the buffer memory is NULL, and the pointer
    538 to the transfer object remains unchanged (i.e. it can be non-NULL).
    539 
    540 ``transfer_unmap`` remove the memory mapping for and destroy
    541 the transfer object. The pointer into the resource should be considered
    542 invalid and discarded.
    543 
    544 ``texture_subdata`` and ``buffer_subdata`` perform a simplified
    545 transfer for simple writes. Basically transfer_map, data write, and
    546 transfer_unmap all in one.
    547 
    548 
    549 The box parameter to some of these functions defines a 1D, 2D or 3D
    550 region of pixels.  This is self-explanatory for 1D, 2D and 3D texture
    551 targets.
    552 
    553 For PIPE_TEXTURE_1D_ARRAY and PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth
    554 fields refer to the array dimension of the texture.
    555 
    556 For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
    557 faces of the cube map (z + depth <= 6).
    558 
    559 For PIPE_TEXTURE_CUBE_ARRAY, the box:z and box::depth fields refer to both
    560 the face and array dimension of the texture (face = z % 6, array = z / 6).
    561 
    562 
    563 .. _transfer_flush_region:
    564 
    565 transfer_flush_region
    566 %%%%%%%%%%%%%%%%%%%%%
    567 
    568 If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
    569 be flushed on write or unmap. Flushes must be requested with
    570 ``transfer_flush_region``. Flush ranges are relative to the mapped range, not
    571 the beginning of the resource.
    572 
    573 
    574 
    575 .. _texture_barrier:
    576 
    577 texture_barrier
    578 %%%%%%%%%%%%%%%
    579 
    580 This function flushes all pending writes to the currently-set surfaces and
    581 invalidates all read caches of the currently-set samplers. This can be used
    582 for both regular textures as well as for framebuffers read via FBFETCH.
    583 
    584 
    585 
    586 .. _memory_barrier:
    587 
    588 memory_barrier
    589 %%%%%%%%%%%%%%%
    590 
    591 This function flushes caches according to which of the PIPE_BARRIER_* flags
    592 are set.
    593 
    594 
    595 
    596 .. _pipe_transfer:
    597 
    598 PIPE_TRANSFER
    599 ^^^^^^^^^^^^^
    600 
    601 These flags control the behavior of a transfer object.
    602 
    603 ``PIPE_TRANSFER_READ``
    604   Resource contents read back (or accessed directly) at transfer create time.
    605 
    606 ``PIPE_TRANSFER_WRITE``
    607   Resource contents will be written back at transfer_unmap time (or modified
    608   as a result of being accessed directly).
    609 
    610 ``PIPE_TRANSFER_MAP_DIRECTLY``
    611   a transfer should directly map the resource. May return NULL if not supported.
    612 
    613 ``PIPE_TRANSFER_DISCARD_RANGE``
    614   The memory within the mapped region is discarded.  Cannot be used with
    615   ``PIPE_TRANSFER_READ``.
    616 
    617 ``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
    618   Discards all memory backing the resource.  It should not be used with
    619   ``PIPE_TRANSFER_READ``.
    620 
    621 ``PIPE_TRANSFER_DONTBLOCK``
    622   Fail if the resource cannot be mapped immediately.
    623 
    624 ``PIPE_TRANSFER_UNSYNCHRONIZED``
    625   Do not synchronize pending operations on the resource when mapping. The
    626   interaction of any writes to the map and any operations pending on the
    627   resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
    628 
    629 ``PIPE_TRANSFER_FLUSH_EXPLICIT``
    630   Written ranges will be notified later with :ref:`transfer_flush_region`.
    631   Cannot be used with ``PIPE_TRANSFER_READ``.
    632 
    633 ``PIPE_TRANSFER_PERSISTENT``
    634   Allows the resource to be used for rendering while mapped.
    635   PIPE_RESOURCE_FLAG_MAP_PERSISTENT must be set when creating
    636   the resource.
    637   If COHERENT is not set, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER)
    638   must be called to ensure the device can see what the CPU has written.
    639 
    640 ``PIPE_TRANSFER_COHERENT``
    641   If PERSISTENT is set, this ensures any writes done by the device are
    642   immediately visible to the CPU and vice versa.
    643   PIPE_RESOURCE_FLAG_MAP_COHERENT must be set when creating
    644   the resource.
    645 
    646 Compute kernel execution
    647 ^^^^^^^^^^^^^^^^^^^^^^^^
    648 
    649 A compute program can be defined, bound or destroyed using
    650 ``create_compute_state``, ``bind_compute_state`` or
    651 ``destroy_compute_state`` respectively.
    652 
    653 Any of the subroutines contained within the compute program can be
    654 executed on the device using the ``launch_grid`` method.  This method
    655 will execute as many instances of the program as elements in the
    656 specified N-dimensional grid, hopefully in parallel.
    657 
    658 The compute program has access to four special resources:
    659 
    660 * ``GLOBAL`` represents a memory space shared among all the threads
    661   running on the device.  An arbitrary buffer created with the
    662   ``PIPE_BIND_GLOBAL`` flag can be mapped into it using the
    663   ``set_global_binding`` method.
    664 
    665 * ``LOCAL`` represents a memory space shared among all the threads
    666   running in the same working group.  The initial contents of this
    667   resource are undefined.
    668 
    669 * ``PRIVATE`` represents a memory space local to a single thread.
    670   The initial contents of this resource are undefined.
    671 
    672 * ``INPUT`` represents a read-only memory space that can be
    673   initialized at ``launch_grid`` time.
    674 
    675 These resources use a byte-based addressing scheme, and they can be
    676 accessed from the compute program by means of the LOAD/STORE TGSI
    677 opcodes.  Additional resources to be accessed using the same opcodes
    678 may be specified by the user with the ``set_compute_resources``
    679 method.
    680 
    681 In addition, normal texture sampling is allowed from the compute
    682 program: ``bind_sampler_states`` may be used to set up texture
    683 samplers for the compute stage and ``set_sampler_views`` may
    684 be used to bind a number of sampler views to it.
    685 
    686 Mipmap generation
    687 ^^^^^^^^^^^^^^^^^
    688 
    689 If PIPE_CAP_GENERATE_MIPMAP is true, ``generate_mipmap`` can be used
    690 to generate mipmaps for the specified texture resource.
    691 It replaces texel image levels base_level+1 through
    692 last_level for layers range from first_layer through last_layer.
    693 It returns TRUE if mipmap generation succeeds, otherwise it
    694 returns FALSE. Mipmap generation may fail when it is not supported
    695 for particular texture types or formats.
    696 
    697 Device resets
    698 ^^^^^^^^^^^^^
    699 
    700 The state tracker can query or request notifications of when the GPU
    701 is reset for whatever reason (application error, driver error). When
    702 a GPU reset happens, the context becomes unusable and all related state
    703 should be considered lost and undefined. Despite that, context
    704 notifications are single-shot, i.e. subsequent calls to
    705 ``get_device_reset_status`` will return PIPE_NO_RESET.
    706 
    707 * ``get_device_reset_status`` queries whether a device reset has happened
    708   since the last call or since the last notification by callback.
    709 * ``set_device_reset_callback`` sets a callback which will be called when
    710   a device reset is detected. The callback is only called synchronously.
    711 
    712 Using several contexts
    713 ----------------------
    714 
    715 Several contexts from the same screen can be used at the same time. Objects
    716 created on one context cannot be used in another context, but the objects
    717 created by the screen methods can be used by all contexts.
    718 
    719 Transfers
    720 ^^^^^^^^^
    721 A transfer on one context is not expected to synchronize properly with
    722 rendering on other contexts, thus only areas not yet used for rendering should
    723 be locked.
    724 
    725 A flush is required after transfer_unmap to expect other contexts to see the
    726 uploaded data, unless:
    727 
    728 * Using persistent mapping. Associated with coherent mapping, unmapping the
    729   resource is also not required to use it in other contexts. Without coherent
    730   mapping, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER) should be called on the
    731   context that has mapped the resource. No flush is required.
    732 
    733 * Mapping the resource with PIPE_TRANSFER_MAP_DIRECTLY.
    734