a1b7c0844d
With geometry shaders the number of emitted primitived is decided at run time, so we cannot precompute it in the CPU and we need to use the PRIMITIVE_COUNTS_FEEDBACK commands to have the GPU provide the number like we do for the number of primitives written to transform feedback. This may have a performance impact though, since it requires a sync wait for the draw to complete, so we only do it when geometry shaders are present. v2: remove '> 0' comparison for ponter type (Alejandro) Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>