struct draw_vertex_shader *vs = draw->vs.vertex_shader;
struct draw_geometry_shader *gs = draw->gs.geometry_shader;
const unsigned out_prim = gs ? gs->output_primitive :
- u_assembled_primitive(in_prim);
+ u_assembled_prim(in_prim);
/* Add one to num_outputs because the pipeline occasionally tags on
* an additional texcoord, eg for AA lines.