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  • Iago Toral's avatar
    v3d: fix primitive queries for geometry shaders · a1b7c084
    Iago Toral authored
    
    
    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: default avatarAlejandro Piñeiro <apinheiro@igalia.com>
    a1b7c084