for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) {
const int surf_index = SURF_INDEX_SOL_BINDING(i);
- if (xfb_obj->Active && i < linked_xfb_info->NumOutputs) {
+ if (xfb_obj->Active && !xfb_obj->Paused &&
+ i < linked_xfb_info->NumOutputs) {
unsigned buffer = linked_xfb_info->Outputs[i].OutputBuffer;
unsigned buffer_offset =
xfb_obj->Offset[buffer] / 4 +
brw->bind.surf_offset[surf_index] = 0;
}
}
+
+ brw->state.dirty.brw |= BRW_NEW_SURFACES;
}
const struct brw_tracked_state gen6_sol_surface = {
.emit = gen6_update_sol_surfaces,
};
+static void
+gen6_update_sol_indices(struct brw_context *brw)
+{
+ struct intel_context *intel = &brw->intel;
+
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(brw->sol.svbi_0_starting_index); /* BRW_NEW_SOL_INDICES */
+ OUT_BATCH(brw->sol.svbi_0_max_index); /* BRW_NEW_SOL_INDICES */
+ ADVANCE_BATCH();
+}
+
+const struct brw_tracked_state gen6_sol_indices = {
+ .dirty = {
+ .mesa = 0,
+ .brw = (BRW_NEW_BATCH |
+ BRW_NEW_SOL_INDICES),
+ .cache = 0
+ },
+ .emit = gen6_update_sol_indices,
+};
+
void
brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj)
{
- struct intel_context *intel = intel_context(ctx);
+ struct brw_context *brw = brw_context(ctx);
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
max_index = MIN2(max_index, max_for_this_buffer);
}
- /* Initialize the SVBI 0 register to zero and set the maximum index. */
- BEGIN_BATCH(4);
- OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
- OUT_BATCH(0); /* SVBI 0 */
- OUT_BATCH(0);
- OUT_BATCH(max_index);
- ADVANCE_BATCH();
+ /* Initialize the SVBI 0 register to zero and set the maximum index.
+ * These values will be sent to the hardware on the next draw.
+ */
+ brw->state.dirty.brw |= BRW_NEW_SOL_INDICES;
+ brw->sol.svbi_0_starting_index = 0;
+ brw->sol.svbi_0_max_index = max_index;
+ brw->sol.offset_0_batch_start = 0;
}
void