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authorEric Anholt <[email protected]>2015-07-17 10:01:48 -0700
committerEric Anholt <[email protected]>2015-07-17 22:11:56 -0700
commitff7896a398f55baefd00e695c8f45f2ffa57bceb (patch)
treeb880c1e0dc89e1de8fbcb7dcda22d64165254a28 /Android.mk
parente42cfe5d032e97e0444df39421a9f93f84452d68 (diff)
vc4: Switch to using a separate ioctl for making shaders.
This gives the kernel a chance to validate and lock down the data, without having to deal with mmap zapping. With this, GLBenchmark stops on a texture relocations, because we'd recycled a shader BO as another shader and failed to revalidate, since we weren't clearing the cached validation state on mmap faults.
Diffstat (limited to 'Android.mk')
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