The OpenGL-Wiki states on the output limitations of geometry shaders:

That's what the declarative part of my geometry shader looks like:The first limit, defined by GL_MAX_GEOMETRY_OUTPUT_VERTICES`, is the maximum number that can be provided to the max_vertices output layout qualifier. [...] The other limit, defined by GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS is [...] the total number of output values (a component, in GLSL terms, is a component of a vector. So a float is one component; a vec3 is 3 components).

Code :layout( triangles ) in; layout( triangle_strip, max_vertices = 300 ) out; out vec4 var1;

My vertex format only consists of 4 floats for position.

So I believe to have the 4 components from the varying "var1" plus the 4 components from the position, i.e. 8 in total.

I have queried the following values for the constants mentioned above:

Code :GL_MAX_GEOMETRY_OUTPUT_VERTICES = 36320 GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = 36321

With "max_vertices" set to 300, a total of 8*300 = 2400 components would be written. It is needless to say that this value is far below 36321 as well as the 300 of "max_vertices" is far below 36320. So everythingshouldbe okay, right?

However, when I build the shader, thelinkingfails:

Can somebody explain to me what is going on and why this doesn't work as I expected?error C6033: Hardware limitation reached, can only emit 128 vertices of this size