/************************************************************************** * * 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