shader->input_vertex_stride = input_stride;
shader->input_info = input_info;
- if (shader->draw->collect_statistics) {
- shader->draw->statistics.ds_invocations += input_prim->primitive_count;
- }
#ifdef LLVM_AVAILABLE
struct pipe_tessellation_factors factors;
struct pipe_tessellator_data data = { 0 };
output += vert_start * vertex_size;
llvm_tes_run(shader, i, num_input_vertices_per_patch, &data, &factors, (struct vertex_header *)output);
+ if (shader->draw->collect_statistics) {
+ shader->draw->statistics.ds_invocations += data.num_domain_points;
+ }
+
uint32_t prim_len = u_prim_vertex_count(output_prims->prim)->min;
output_prims->primitive_count += data.num_indices / prim_len;
output_prims->primitive_lengths = REALLOC(output_prims->primitive_lengths, prim_start * sizeof(uint32_t),