draw: make sure geometry shader correctly iterates the output buffer
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@ -223,11 +223,14 @@ static void draw_fetch_geometry_input(struct draw_geometry_shader *shader,
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static INLINE void
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draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
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int num_primitives,
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float (*output)[4],
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float (**p_output)[4],
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unsigned vertex_size)
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{
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struct tgsi_exec_machine *machine = shader->machine;
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unsigned prim_idx, j, slot;
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float (*output)[4];
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output = *p_output;
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/* Unswizzle all output results.
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*/
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@ -240,7 +243,7 @@ draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
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int idx = (prim_idx * num_verts_per_prim + j) *
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shader->info.num_outputs;
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#ifdef DEBUG_OUTPUTS
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debug_printf("%d) Output vert:\n", idx);
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debug_printf("%d) Output vert:\n", idx / shader->info.num_outputs);
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#endif
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for (slot = 0; slot < shader->info.num_outputs; slot++) {
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output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
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@ -259,6 +262,7 @@ draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
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output = (float (*)[4])((char *)output + vertex_size);
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}
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}
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*p_output = output;
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}
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int draw_geometry_shader_run(struct draw_geometry_shader *shader,
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@ -274,6 +278,7 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
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unsigned num_in_vertices = u_vertices_per_prim(shader->input_primitive);
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unsigned num_in_primitives = count/num_in_vertices;
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unsigned inputs_from_vs = 0;
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float (*tmp_output)[4];
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if (0) debug_printf("%s count = %d\n", __FUNCTION__, count);
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@ -288,7 +293,7 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
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if (shader->info.input_semantic_name[i] != TGSI_SEMANTIC_PRIMID)
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++inputs_from_vs;
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}
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tmp_output = output;
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for (i = 0; i < num_in_primitives; ++i) {
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unsigned int max_input_primitives = 1;
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/* FIXME: handle all the primitives produced by the gs, not just
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@ -311,7 +316,7 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
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machine->Temps[TGSI_EXEC_TEMP_PRIMITIVE_I].xyzw[TGSI_EXEC_TEMP_PRIMITIVE_C].u[0];
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draw_geometry_fetch_outputs(shader, out_prim_count,
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output, vertex_size);
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&tmp_output, vertex_size);
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}
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return shader->emitted_vertices;
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}
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@ -67,7 +67,8 @@ static int max_out_vertex_count(
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if (gs_max_verts > count)
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alloc_count = align(gs_max_verts, 4);
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}
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/*debug_printf("------- alloc count = %d (input = %d)\n",
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alloc_count, count);*/
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return alloc_count;
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}
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