#include "util/u_blitter.h"
#include "util/u_upload_mgr.h"
#include "util/u_prim.h"
-#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"
#include "v3d_screen.h"
if (v3d->blitter)
util_blitter_destroy(v3d->blitter);
- if (v3d->primconvert)
- util_primconvert_destroy(v3d->primconvert);
-
if (v3d->uploader)
u_upload_destroy(v3d->uploader);
if (v3d->state_uploader)
goto fail;
v3d->blitter->use_index_buffer = true;
- v3d->primconvert = util_primconvert_create(pctx,
- (1 << PIPE_PRIM_QUADS) - 1);
- if (!v3d->primconvert)
- goto fail;
-
V3D_DEBUG |= saved_shaderdb_flag;
v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
/** bitfield of V3D_DIRTY_* */
uint64_t dirty;
- struct primconvert_context *primconvert;
-
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
#include "util/u_pack_color.h"
#include "util/u_prim_restart.h"
#include "util/u_upload_mgr.h"
-#include "indices/u_primconvert.h"
#include "v3d_context.h"
#include "v3d_resource.h"
}
}
- if (info->mode >= PIPE_PRIM_QUADS && info->mode <= PIPE_PRIM_POLYGON) {
- util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
- util_primconvert_draw_vbo(v3d->primconvert, info, drawid_offset, indirect, draws, num_draws);
- perf_debug("Fallback conversion for %d %s vertices\n",
- draws[0].count, u_prim_name(info->mode));
- return;
- }
-
/* Before setting up the draw, flush anything writing to the resources
* that we read from or reading from resources we write to.
*/