draw/prim_assembler: write correct decomposed primitive lengths
authorDave Airlie <airlied@redhat.com>
Fri, 5 Mar 2021 04:33:18 +0000 (14:33 +1000)
committerMarge Bot <eric+marge@anholt.net>
Fri, 5 Mar 2021 21:43:59 +0000 (21:43 +0000)
commit4cf898b988b123c27092431b5fcebe0ced799744
treeaa8f17cb6cb9bc87c287200a2c62c944c1972ac6
parent52dc22055f98039ce56f883a2296a677d1b023fe
draw/prim_assembler: write correct decomposed primitive lengths

In order for shader viewport index to be calculated correctly,
the cliptest code needs proper primitive lengths to work out
the provoking vertex. I half fixed this before for GL4 but looks
like I didn't make it all the way.

This fixes:
dEQP-VK.draw.shader_viewport*

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9401>
src/gallium/auxiliary/draw/draw_prim_assembler.c