On 11 June 2014 00:02, Zack Rusin <za...@vmware.com> wrote:
> That looks wrong.  The total number of verts per buffer is the maximum number 
> of verts that can be output per invocation (primitive_boundary) times number 
> of invocations of geometry shader (num_in_primitives).
>
> It's not maximum number of verts that can be output per invocation 
> (primitive_boundary) times maximum number of primitives output by geometry 
> shader (max_out_prims).
>

Okay so just adding * u_vertices_per_prim(shader->output_primitive);
would suffice?

Dave.
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