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diff --git a/src/gallium/drivers/llvmpipe/lp_prim_setup.h b/src/gallium/drivers/llvmpipe/lp_prim_setup.h
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+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * 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 TUNGSTEN GRAPHICS 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.
+ *
+ **************************************************************************/
+
+
+#ifndef SP_PRIM_SETUP_H
+#define SP_PRIM_SETUP_H
+
+
+/**
+ * vbuf is a special stage to gather the stream of triangles, lines, points
+ * together and reconstruct vertex buffers for hardware upload.
+ *
+ * First attempt, work in progress.
+ *
+ * TODO:
+ * - separate out vertex buffer building and primitive emit, ie >1 draw per vb.
+ * - tell vbuf stage how to build hw vertices directly
+ * - pass vbuf stage a buffer pointer for direct emit to agp/vram.
+ *
+ *
+ *
+ * Vertices are just an array of floats, with all the attributes
+ * packed. We currently assume a layout like:
+ *
+ * attr[0][0..3] - window position
+ * attr[1..n][0..3] - remaining attributes.
+ *
+ * Attributes are assumed to be 4 floats wide but are packed so that
+ * all the enabled attributes run contiguously.
+ */
+
+
+struct draw_stage;
+struct llvmpipe_context;
+
+
+typedef void (*vbuf_draw_func)( struct pipe_context *pipe,
+ unsigned prim,
+ const ushort *elements,
+ unsigned nr_elements,
+ const void *vertex_buffer,
+ unsigned nr_vertices );
+
+
+extern struct draw_stage *
+lp_draw_render_stage( struct llvmpipe_context *llvmpipe );
+
+extern struct setup_context *
+lp_draw_setup_context( struct draw_stage * );
+
+extern void
+lp_draw_flush( struct draw_stage * );
+
+
+extern struct draw_stage *
+lp_draw_vbuf_stage( struct draw_context *draw_context,
+ struct pipe_context *pipe,
+ vbuf_draw_func draw );
+
+
+#endif /* SP_PRIM_SETUP_H */