const unsigned gs_out_prim = (gs ? gs->output_primitive :
u_assembled_prim(prim));
- unsigned nr = MAX2(vs->info.num_inputs,
- draw_total_vs_outputs(draw));
+ unsigned nr_vs_outputs = draw_total_vs_outputs(draw);
+ unsigned nr = MAX2(vs->info.num_inputs, nr_vs_outputs);
unsigned point_clip = draw->rasterizer->fill_front == PIPE_POLYGON_MODE_POINT ||
gs_out_prim == PIPE_PRIM_POINTS;
/* No need to prepare the shader.
*/
vs->prepare(vs, draw);
+
+ /* Make sure that the vertex size didn't change at any point above */
+ assert(nr_vs_outputs == draw_total_vs_outputs(draw));
}
struct draw_geometry_shader *gs = draw->gs.geometry_shader;
const unsigned out_prim = gs ? gs->output_primitive :
u_assembled_prim(in_prim);
- const unsigned nr = MAX2(vs->info.num_inputs,
- draw_total_vs_outputs(draw));
unsigned point_clip = draw->rasterizer->fill_front == PIPE_POLYGON_MODE_POINT ||
out_prim == PIPE_PRIM_POINTS;
+ unsigned nr;
fpme->input_prim = in_prim;
fpme->opt = opt;
- /* Always leave room for the vertex header whether we need it or
- * not. It's hard to get rid of it in particular because of the
- * viewport code in draw_pt_post_vs.c.
- */
- fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float);
-
-
draw_pt_post_vs_prepare( fpme->post_vs,
draw->clip_xy,
draw->clip_z,
*max_vertices = 4096;
}
+ /* Get the number of float[4] attributes per vertex.
+ * Note: this must be done after draw_pt_emit_prepare() since that
+ * can effect the vertex size.
+ */
+ nr = MAX2(vs->info.num_inputs, draw_total_vs_outputs(draw));
+
+ /* Always leave room for the vertex header whether we need it or
+ * not. It's hard to get rid of it in particular because of the
+ * viewport code in draw_pt_post_vs.c.
+ */
+ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float);
+
+ /* Get the number of float[4] attributes per vertex.
+ * Note: this must be done after draw_pt_emit_prepare() since that
+ * can effect the vertex size.
+ */
+ nr = MAX2(vs->info.num_inputs, draw_total_vs_outputs(draw));
+
+ /* Always leave room for the vertex header whether we need it or
+ * not. It's hard to get rid of it in particular because of the
+ * viewport code in draw_pt_post_vs.c.
+ */
+ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float);
+
/* return even number */
*max_vertices = *max_vertices & ~1;