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draw: Allocate the output buffer for output primitives
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@vmware.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: José Fonseca <jfonseca@vmware.com>
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1 changed files with 1 additions and 2 deletions
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@ -506,10 +506,9 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
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output_verts->stride = output_verts->vertex_size;
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output_verts->verts =
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(struct vertex_header *)MALLOC(output_verts->vertex_size *
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num_in_primitives *
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max_out_prims *
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shader->max_output_vertices);
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#if 0
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debug_printf("%s count = %d (in prims # = %d)\n",
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__FUNCTION__, num_input_verts, num_in_primitives);
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