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authorZack Rusin <[email protected]>2013-04-16 20:31:22 -0700
committerZack Rusin <[email protected]>2013-04-16 23:38:47 -0700
commitf01f754ca13373d62f5f4ba5ff76d83aa4eac62b (patch)
treeaf3c40e5cebfeb05e40efd447b6af18a035653fb /src/mesa/main/state.c
parentbe497ac9d3b5c50a4cd126578081bd54b68f16a9 (diff)
draw/gs: make sure geometry shaders don't overflow
The specification says that the geometry shader should exit if the number of emitted vertices is bigger or equal to max_output_vertices and we can't do that because we're running in the SoA mode, which means that our storing routines will keep getting called on channels that have overflown (even though they will be masked out, but we just can't skip them). So we need some scratch area where we can keep writing the overflown vertices without overwriting anything important or crashing. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
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