0,0 → 1,77 |
/************************************************************************** |
* |
* 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); |
|
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#endif |