Subversion Repositories Kolibri OS

Rev

Blame | Last modification | View Log | Download | RSS feed

  1. /**************************************************************************
  2.  *
  3.  * Copyright 2013 VMware, Inc.
  4.  * All Rights Reserved.
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the
  8.  * "Software"), to deal in the Software without restriction, including
  9.  * without limitation the rights to use, copy, modify, merge, publish,
  10.  * distribute, sub license, and/or sell copies of the Software, and to
  11.  * permit persons to whom the Software is furnished to do so, subject to
  12.  * the following conditions:
  13.  *
  14.  * The above copyright notice and this permission notice (including the
  15.  * next paragraph) shall be included in all copies or substantial portions
  16.  * of the Software.
  17.  *
  18.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  19.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  20.  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
  21.  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  22.  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  23.  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  24.  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  25.  *
  26.  **************************************************************************/
  27.  
  28. /*
  29.  * Input assembler needs to be able to decompose adjacency primitives
  30.  * into something that can be understood by the rest of the pipeline.
  31.  * The specs say that the adjacency primitives are *only* visible
  32.  * in the geometry shader, for everything else they need to be
  33.  * decomposed. Which in most of the cases is not an issue, because the
  34.  * geometry shader always decomposes them for us, but without geometry
  35.  * shader we were passing unchanged adjacency primitives to the
  36.  * rest of the pipeline and causing crashes everywhere.
  37.  * If geometry shader is missing and the input primitive is one of
  38.  * the adjacency primitives we use the code from this file to
  39.  * decompose them into something that the rest of the pipeline can
  40.  * understand.
  41.  *
  42.  */
  43.  
  44. #ifndef DRAW_PRIM_ASSEMBLER_H
  45. #define DRAW_PRIM_ASSEMBLER_H
  46.  
  47. #include "draw/draw_private.h"
  48.  
  49. boolean
  50. draw_prim_assembler_is_required(const struct draw_context *draw,
  51.                                 const struct draw_prim_info *prim_info,
  52.                                 const struct draw_vertex_info *vert_info);
  53.  
  54. void
  55. draw_prim_assembler_run(struct draw_context *draw,
  56.                         const struct draw_prim_info *in_prim_info,
  57.                         const struct draw_vertex_info *in_vert_info,
  58.                         struct draw_prim_info *out_prim_info,
  59.                         struct draw_vertex_info *out_vert_info);
  60.  
  61.  
  62. #endif
  63.