[Mesa-dev] [PATCH] draw: use the prim count for ia primitives
Zack Rusin
zackr at vmware.com
Mon Apr 22 16:08:44 PDT 2013
Number of vertices to fetch doesn't always equal the number of input
vertices. To correctly compute the number if IA primitives we need
to use the total number of input vertices, not only those that
need to be fetched.
Signed-off-by: Zack Rusin <zackr at vmware.com>
---
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
index 7ce845e..afa5d47 100644
--- a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
+++ b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
@@ -337,10 +337,11 @@ llvm_pipeline_generic( struct draw_pt_middle_end *middle,
assert(0);
return;
}
+
if (draw->collect_statistics) {
draw->statistics.ia_vertices += fetch_info->count;
draw->statistics.ia_primitives +=
- u_decomposed_prims_for_vertices(prim_info->prim, fetch_info->count);
+ u_decomposed_prims_for_vertices(prim_info->prim, prim_info->count);
draw->statistics.vs_invocations += fetch_info->count;
}
--
1.7.10.4
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