Searched refs:max_out_prims (Results 1 – 2 of 2) sorted by relevance
551 unsigned max_out_prims = in draw_geometry_shader_run() local561 max_out_prims = MAX2(max_out_prims, 1); in draw_geometry_shader_run()582 shader->max_output_vertices, max_out_prims, in draw_geometry_shader_run()596 shader->primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations); in draw_geometry_shader_run()602 if (max_out_prims > shader->max_out_prims) { in draw_geometry_shader_run()605 for (i = 0; i < shader->max_out_prims; ++i) { in draw_geometry_shader_run()611 shader->llvm_prim_lengths = MALLOC(max_out_prims * sizeof(unsigned*)); in draw_geometry_shader_run()612 for (i = 0; i < max_out_prims; ++i) { in draw_geometry_shader_run()618 shader->max_out_prims = max_out_prims; in draw_geometry_shader_run()759 gs->max_out_prims = 0; in draw_create_geometry_shader()[all …]
91 unsigned max_out_prims; member