We used to overallocate the output buffer sometimes running out of memory with applications rendering large geometries. The actual maximum number of vertices out is simply the maximum number of primitives in (number of gs invocations) multiplied by the maximum number of output vertices per gs input primitive (i.e. gs invocation).
Signed-off-by: Zack Rusin <[email protected]> --- src/gallium/auxiliary/draw/draw_gs.c | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) diff --git a/src/gallium/auxiliary/draw/draw_gs.c b/src/gallium/auxiliary/draw/draw_gs.c index 97e8a90..7de5e03 100644 --- a/src/gallium/auxiliary/draw/draw_gs.c +++ b/src/gallium/auxiliary/draw/draw_gs.c @@ -552,6 +552,10 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader, u_decomposed_prims_for_vertices(shader->output_primitive, shader->max_output_vertices) * num_in_primitives; + /* we allocate exactly one extra vertex per primitive to allow the GS to emit + * overflown vertices into some area where they won't harm anyone */ + unsigned total_verts_per_buffer = shader->primitive_boundary * + num_in_primitives; //Assume at least one primitive max_out_prims = MAX2(max_out_prims, 1); @@ -559,23 +563,25 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader, output_verts->vertex_size = vertex_size; output_verts->stride = output_verts->vertex_size; - /* we allocate exactly one extra vertex per primitive to allow the GS to emit - * overflown vertices into some area where they won't harm anyone */ output_verts->verts = (struct vertex_header *)MALLOC(output_verts->vertex_size * - max_out_prims * - shader->primitive_boundary); + total_verts_per_buffer); + debug_assert(output_verts->verts); #if 0 debug_printf("%s count = %d (in prims # = %d)\n", __FUNCTION__, num_input_verts, num_in_primitives); debug_printf("\tlinear = %d, prim_info->count = %d\n", input_prim->linear, input_prim->count); - debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s, max out = %d\n", + debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n" u_prim_name(input_prim->prim), u_prim_name(shader->input_primitive), - u_prim_name(shader->output_primitive), - shader->max_output_vertices); + u_prim_name(shader->output_primitive)); + debug_printf("\tmaxv = %d, maxp = %d, primitive_boundary = %d, " + "vertex_size = %d, tverts = %d\n", + shader->max_output_vertices, max_out_prims, + shader->primitive_boundary, output_verts->vertex_size, + total_verts_per_buffer); #endif shader->emitted_vertices = 0; -- 1.8.3.2 _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
