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