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>
This commit is contained in:
Zack Rusin 2013-03-26 12:32:30 -07:00
parent f20f981553
commit 10964fc73d

View file

@ -506,10 +506,9 @@ 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);