{
uint32_t count = count_tessellated_primitives(prim);
brw->sol.primitives_generated += count;
- if (brw->intel.ctx.TransformFeedback.CurrentObject->Active) {
+ if (brw->intel.ctx.TransformFeedback.CurrentObject->Active &&
+ !brw->intel.ctx.TransformFeedback.CurrentObject->Paused) {
/* Update brw->sol.svbi_0_max_index to reflect the amount by which the
* hardware is going to increment SVBI 0 when this drawing operation
* occurs. This is necessary because the kernel does not (yet) save and
} else if (intel->gen == 6) {
/* On Gen6, GS is used for transform feedback. */
/* _NEW_TRANSFORM_FEEDBACK */
- if (ctx->TransformFeedback.CurrentObject->Active) {
+ if (ctx->TransformFeedback.CurrentObject->Active &&
+ !ctx->TransformFeedback.CurrentObject->Paused) {
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
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 +