Searched refs:next_prim_boundary (Results 1 – 1 of 1) sorted by relevance
331 unsigned next_prim_boundary = shader->primitive_boundary; in llvm_fetch_gs_outputs() local350 (output_ptr + shader->vertex_size * (i * next_prim_boundary + j)); in llvm_fetch_gs_outputs()360 output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size, in llvm_fetch_gs_outputs()