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4358 | Serge | 1 | /************************************************************************** |
2 | * |
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3 | * Copyright 2013 VMware, Inc. |
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4 | * All Rights Reserved. |
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5 | * |
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6 | * Permission is hereby granted, free of charge, to any person obtaining a |
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7 | * copy of this software and associated documentation files (the |
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8 | * "Software"), to deal in the Software without restriction, including |
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9 | * without limitation the rights to use, copy, modify, merge, publish, |
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10 | * distribute, sub license, and/or sell copies of the Software, and to |
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11 | * permit persons to whom the Software is furnished to do so, subject to |
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12 | * the following conditions: |
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13 | * |
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14 | * The above copyright notice and this permission notice (including the |
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15 | * next paragraph) shall be included in all copies or substantial portions |
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16 | * of the Software. |
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17 | * |
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18 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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19 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
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20 | * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. |
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21 | * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR |
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22 | * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
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23 | * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
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24 | * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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25 | * |
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26 | **************************************************************************/ |
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27 | |||
28 | /* |
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29 | * Input assembler needs to be able to decompose adjacency primitives |
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30 | * into something that can be understood by the rest of the pipeline. |
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31 | * The specs say that the adjacency primitives are *only* visible |
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32 | * in the geometry shader, for everything else they need to be |
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33 | * decomposed. Which in most of the cases is not an issue, because the |
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34 | * geometry shader always decomposes them for us, but without geometry |
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35 | * shader we were passing unchanged adjacency primitives to the |
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36 | * rest of the pipeline and causing crashes everywhere. |
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37 | * If geometry shader is missing and the input primitive is one of |
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38 | * the adjacency primitives we use the code from this file to |
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39 | * decompose them into something that the rest of the pipeline can |
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40 | * understand. |
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41 | * |
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42 | */ |
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43 | |||
44 | #ifndef DRAW_PRIM_ASSEMBLER_H |
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45 | #define DRAW_PRIM_ASSEMBLER_H |
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46 | |||
47 | #include "draw/draw_private.h" |
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48 | |||
49 | boolean |
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50 | draw_prim_assembler_is_required(const struct draw_context *draw, |
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51 | const struct draw_prim_info *prim_info, |
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52 | const struct draw_vertex_info *vert_info); |
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53 | |||
54 | void |
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55 | draw_prim_assembler_run(struct draw_context *draw, |
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56 | const struct draw_prim_info *in_prim_info, |
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57 | const struct draw_vertex_info *in_vert_info, |
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58 | struct draw_prim_info *out_prim_info, |
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59 | struct draw_vertex_info *out_vert_info); |
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60 | |||
61 | |||
62 | #endif |