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/**************************************************************************
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* Copyright 2013 VMware, Inc.
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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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* 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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* 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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#include "draw_prim_assembler.h"
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#include "draw_tess.h"
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#include "util/u_debug.h"
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#include "util/u_memory.h"
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#include "util/u_prim.h"
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#include "pipe/p_defines.h"
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struct draw_context *draw;
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struct draw_prim_info *output_prims;
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struct draw_vertex_info *output_verts;
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const struct draw_prim_info *input_prims;
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const struct draw_vertex_info *input_verts;
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needs_primid(const struct draw_context *draw)
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const struct draw_fragment_shader *fs = draw->fs.fragment_shader;
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const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
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const struct draw_tess_eval_shader *tes = draw->tes.tess_eval_shader;
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if (fs && fs->info.uses_primid) {
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return !gs->info.uses_primid;
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return !tes->info.uses_primid;
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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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/* viewport index requires primitive boundaries to get correct vertex */
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if (draw_current_shader_uses_viewport_index(draw))
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switch (prim_info->prim) {
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case PIPE_PRIM_LINES_ADJACENCY:
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case PIPE_PRIM_LINE_STRIP_ADJACENCY:
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case PIPE_PRIM_TRIANGLES_ADJACENCY:
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case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
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return needs_primid(draw);
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add_prim(struct draw_assembler *asmblr, unsigned length)
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struct draw_prim_info *output_prims = asmblr->output_prims;
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output_prims->primitive_lengths = realloc(output_prims->primitive_lengths, sizeof(unsigned) * (output_prims->primitive_count + 1));
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output_prims->primitive_lengths[output_prims->primitive_count] = length;
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output_prims->primitive_count++;
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* Copy the vertex header along with its data from the current
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* vertex buffer into a buffer holding vertices arranged
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* into decomposed primitives (i.e. buffer without the
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* adjacency vertices)
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copy_verts(struct draw_assembler *asmblr,
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unsigned *indices, unsigned num_indices)
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char *output = (char*)asmblr->output_verts->verts;
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const char *input = (const char*)asmblr->input_verts->verts;
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for (i = 0; i < num_indices; ++i) {
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unsigned idx = indices[i];
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unsigned output_offset =
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asmblr->output_verts->count * asmblr->output_verts->stride;
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unsigned input_offset = asmblr->input_verts->stride * idx;
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memcpy(output + output_offset, input + input_offset,
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asmblr->input_verts->vertex_size);
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asmblr->output_verts->count += 1;
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inject_primid(struct draw_assembler *asmblr,
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int slot = asmblr->primid_slot;
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char *input = (char*)asmblr->input_verts->verts;
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unsigned input_offset = asmblr->input_verts->stride * idx;
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struct vertex_header *v = (struct vertex_header*)(input + input_offset);
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/* In case the backend doesn't care about it */
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memcpy(&v->data[slot][0], &primid, sizeof(primid));
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memcpy(&v->data[slot][1], &primid, sizeof(primid));
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memcpy(&v->data[slot][2], &primid, sizeof(primid));
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memcpy(&v->data[slot][3], &primid, sizeof(primid));
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prim_point(struct draw_assembler *asmblr,
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if (asmblr->needs_primid) {
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inject_primid(asmblr, idx, asmblr->primid++);
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copy_verts(asmblr, indices, 1);
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prim_line(struct draw_assembler *asmblr,
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unsigned i0, unsigned i1)
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if (asmblr->needs_primid) {
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inject_primid(asmblr, i0, asmblr->primid);
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inject_primid(asmblr, i1, asmblr->primid++);
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copy_verts(asmblr, indices, 2);
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prim_tri(struct draw_assembler *asmblr,
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unsigned i0, unsigned i1, unsigned i2)
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if (asmblr->needs_primid) {
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inject_primid(asmblr, i0, asmblr->primid);
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inject_primid(asmblr, i1, asmblr->primid);
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inject_primid(asmblr, i2, asmblr->primid++);
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copy_verts(asmblr, indices, 3);
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prim_quad(struct draw_assembler *asmblr,
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unsigned i0, unsigned i1,
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unsigned i2, unsigned i3)
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if (asmblr->needs_primid) {
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inject_primid(asmblr, i0, asmblr->primid);
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inject_primid(asmblr, i1, asmblr->primid);
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inject_primid(asmblr, i2, asmblr->primid);
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inject_primid(asmblr, i3, asmblr->primid++);
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copy_verts(asmblr, indices, 4);
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draw_prim_assembler_prepare_outputs(struct draw_assembler *ia)
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struct draw_context *draw = ia->draw;
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if (needs_primid(draw)) {
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ia->primid_slot = draw_alloc_extra_vertex_attrib(
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ia->draw, TGSI_SEMANTIC_PRIMID, 0);
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ia->primid_slot = -1;
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#define FUNC assembler_run_linear
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#define GET_ELT(idx) (start + (idx))
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#include "draw_prim_assembler_tmp.h"
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#define FUNC assembler_run_elts
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#define LOCAL_VARS const ushort *elts = input_prims->elts;
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#define GET_ELT(idx) (elts[start + (idx)])
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#include "draw_prim_assembler_tmp.h"
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* Primitive assembler breaks up adjacency primitives and assembles
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* the base primitives they represent, e.g. vertices forming
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* PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY
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* become vertices forming PIPE_PRIM_TRIANGLES
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* This is needed because specification says that the adjacency
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* primitives are only visible in the geometry shader so we need
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* to get rid of them so that the rest of the pipeline can
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* process the inputs.
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draw_prim_assembler_run(struct draw_context *draw,
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const struct draw_prim_info *input_prims,
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const struct draw_vertex_info *input_verts,
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struct draw_prim_info *output_prims,
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struct draw_vertex_info *output_verts)
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struct draw_assembler *asmblr = draw->ia;
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unsigned assembled_prim = (input_prims->prim == PIPE_PRIM_QUADS ||
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input_prims->prim == PIPE_PRIM_QUAD_STRIP) ?
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PIPE_PRIM_QUADS : u_reduced_prim(input_prims->prim);
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unsigned max_primitives = u_decomposed_prims_for_vertices(
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input_prims->prim, input_prims->count);
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unsigned max_verts = u_vertices_per_prim(assembled_prim) * max_primitives;
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asmblr->output_prims = output_prims;
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asmblr->output_verts = output_verts;
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asmblr->input_prims = input_prims;
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asmblr->input_verts = input_verts;
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asmblr->needs_primid = needs_primid(asmblr->draw);
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asmblr->num_prims = 0;
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output_prims->linear = TRUE;
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output_prims->elts = NULL;
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output_prims->start = 0;
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output_prims->prim = assembled_prim;
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output_prims->flags = 0x0;
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output_prims->primitive_lengths = MALLOC(sizeof(unsigned));
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output_prims->primitive_lengths[0] = 0;
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output_prims->primitive_count = 1;
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output_verts->vertex_size = input_verts->vertex_size;
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output_verts->stride = input_verts->stride;
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output_verts->verts = (struct vertex_header*)MALLOC(
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input_verts->vertex_size * max_verts + DRAW_EXTRA_VERTICES_PADDING);
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output_verts->count = 0;
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for (start = i = 0; i < input_prims->primitive_count;
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start += input_prims->primitive_lengths[i], i++)
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unsigned count = input_prims->primitive_lengths[i];
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if (input_prims->linear) {
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assembler_run_linear(asmblr, input_prims, input_verts,
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assembler_run_elts(asmblr, input_prims, input_verts,
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output_prims->count = output_verts->count;
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struct draw_assembler *
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draw_prim_assembler_create(struct draw_context *draw)
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struct draw_assembler *ia = CALLOC_STRUCT( draw_assembler );
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draw_prim_assembler_destroy(struct draw_assembler *ia)
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* Called at the very begin of the draw call with a new instance
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* Used to reset state that should persist between primitive restart.
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draw_prim_assembler_new_instance(struct draw_assembler *asmblr)