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. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev