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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 struct draw_assembler;
50 
51 struct draw_assembler *
52 draw_prim_assembler_create(struct draw_context *draw);
53 
54 void
55 draw_prim_assembler_destroy(struct draw_assembler *ia);
56 
57 boolean
58 draw_prim_assembler_is_required(const struct draw_context *draw,
59                                 const struct draw_prim_info *prim_info,
60                                 const struct draw_vertex_info *vert_info);
61 
62 void
63 draw_prim_assembler_run(struct draw_context *draw,
64                         const struct draw_prim_info *in_prim_info,
65                         const struct draw_vertex_info *in_vert_info,
66                         struct draw_prim_info *out_prim_info,
67                         struct draw_vertex_info *out_vert_info);
68 
69 
70 void
71 draw_prim_assembler_prepare_outputs(struct draw_assembler *ia);
72 
73 void
74 draw_prim_assembler_new_instance(struct draw_assembler *ia);
75 
76 
77 #endif
78