* We execute geometry shaders in the SOA mode, so ideally we want to
* flush when the number of currently fetched primitives is equal to
* the number of elements in the SOA vector. This ensures that the
- * throughput is optimized for the given vector instrunction set.
+ * throughput is optimized for the given vector instruction set.
*/
static INLINE boolean
draw_gs_should_flush(struct draw_geometry_shader *shader)
for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
unsigned num_verts_per_prim = machine->Primitives[prim_idx];
- shader->primitive_lengths[prim_idx + shader->emitted_primitives] =
+ shader->primitive_lengths[prim_idx + shader->emitted_primitives] =
machine->Primitives[prim_idx];
shader->emitted_vertices += num_verts_per_prim;
for (j = 0; j < num_verts_per_prim; j++, current_idx++) {
output[slot][2],
output[slot][3]);
#endif
- debug_assert(!util_is_inf_or_nan(output[slot][0]));
}
output = (float (*)[4])((char *)output + shader->vertex_size);
}