gallium: Add context hooks for binding shader resources.

This commit is contained in:
Francisco Jerez
2012-05-01 02:47:03 +02:00
parent a5f44cc8c2
commit 5f55cbc7d9
5 changed files with 58 additions and 1 deletions

View File

@@ -120,6 +120,22 @@ to the array index which is used for sampling.
* ``sampler_view_destroy`` destroys a sampler view and releases its reference
to associated texture.
Shader Resources
^^^^^^^^^^^^^^^^
Shader resources are textures or buffers that may be read or written
from a shader without an associated sampler. This means that they
have no support for floating point coordinates, address wrap modes or
filtering.
Shader resources are specified for all the shader stages at once using
the ``set_shader_resources`` method. When binding texture resources,
the ``level``, ``first_layer`` and ``last_layer`` pipe_surface fields
specify the mipmap level and the range of layers the texture will be
constrained to. In the case of buffers, ``first_element`` and
``last_element`` specify the range within the buffer that will be used
by the shader resource.
Surfaces
^^^^^^^^
@@ -575,7 +591,9 @@ The compute program has access to four special resources:
These resources use a byte-based addressing scheme, and they can be
accessed from the compute program by means of the LOAD/STORE TGSI
opcodes.
opcodes. Additional resources to be accessed using the same opcodes
may be specified by the user with the ``set_compute_resources``
method.
In addition, normal texture sampling is allowed from the compute
program: ``bind_compute_sampler_states`` may be used to set up texture