draw/gs: reduce the size of the gs output buffer

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 <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
Zack Rusin
2014-03-07 13:35:45 -05:00
parent c875d6e57a
commit a3c0fa2d22
+13 -7
View File
@@ -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;