[Mesa-dev] [PATCH 1/3] draw: Allocate the output buffer for output primitives
Zack Rusin
zackr at vmware.com
Tue Mar 26 17:56:53 PDT 2013
We were allocating the output buffer but using the input
primitives. We need to allocate that buffer using the
maximum number of output, not input, primitives.
Signed-off-by: Zack Rusin <zackr at vmware.com>
---
src/gallium/auxiliary/draw/draw_gs.c | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/src/gallium/auxiliary/draw/draw_gs.c b/src/gallium/auxiliary/draw/draw_gs.c
index c1e1f56..85ea04f 100644
--- a/src/gallium/auxiliary/draw/draw_gs.c
+++ b/src/gallium/auxiliary/draw/draw_gs.c
@@ -500,10 +500,9 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
output_verts->stride = output_verts->vertex_size;
output_verts->verts =
(struct vertex_header *)MALLOC(output_verts->vertex_size *
- num_in_primitives *
+ max_out_prims *
shader->max_output_vertices);
-
#if 0
debug_printf("%s count = %d (in prims # = %d)\n",
__FUNCTION__, num_input_verts, num_in_primitives);
--
1.7.10.4
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