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3  * Copyright 2013 VMware, Inc.
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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