| /************************************************************************** |
| * |
| * Copyright 2013 VMware, Inc. |
| * All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the |
| * "Software"), to deal in the Software without restriction, including |
| * without limitation the rights to use, copy, modify, merge, publish, |
| * distribute, sub license, and/or sell copies of the Software, and to |
| * permit persons to whom the Software is furnished to do so, subject to |
| * the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the |
| * next paragraph) shall be included in all copies or substantial portions |
| * of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. |
| * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR |
| * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| * |
| **************************************************************************/ |
| |
| /* |
| * Input assembler needs to be able to decompose adjacency primitives |
| * into something that can be understood by the rest of the pipeline. |
| * The specs say that the adjacency primitives are *only* visible |
| * in the geometry shader, for everything else they need to be |
| * decomposed. Which in most of the cases is not an issue, because the |
| * geometry shader always decomposes them for us, but without geometry |
| * shader we were passing unchanged adjacency primitives to the |
| * rest of the pipeline and causing crashes everywhere. |
| * If geometry shader is missing and the input primitive is one of |
| * the adjacency primitives we use the code from this file to |
| * decompose them into something that the rest of the pipeline can |
| * understand. |
| * |
| */ |
| |
| #ifndef DRAW_PRIM_ASSEMBLER_H |
| #define DRAW_PRIM_ASSEMBLER_H |
| |
| #include "draw/draw_private.h" |
| |
| struct draw_assembler; |
| |
| struct draw_assembler * |
| draw_prim_assembler_create(struct draw_context *draw); |
| |
| void |
| draw_prim_assembler_destroy(struct draw_assembler *ia); |
| |
| boolean |
| draw_prim_assembler_is_required(const struct draw_context *draw, |
| const struct draw_prim_info *prim_info, |
| const struct draw_vertex_info *vert_info); |
| |
| void |
| draw_prim_assembler_run(struct draw_context *draw, |
| const struct draw_prim_info *in_prim_info, |
| const struct draw_vertex_info *in_vert_info, |
| struct draw_prim_info *out_prim_info, |
| struct draw_vertex_info *out_vert_info); |
| |
| |
| void |
| draw_prim_assembler_prepare_outputs(struct draw_assembler *ia); |
| |
| void |
| draw_prim_assembler_new_instance(struct draw_assembler *ia); |
| |
| |
| #endif |