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authorEric Anholt <[email protected]>2018-01-08 11:55:31 -0800
committerEric Anholt <[email protected]>2018-01-12 21:55:30 -0800
commit90269ba353333be13e54549ecff3adb8803661db (patch)
tree228c677b3b355ea9e0dee929e6ed8d0afb85dd0c /src/broadcom/compiler/vir_to_qpu.c
parent86a12b4d5a49c68f4613513d2846c5eb8e56a677 (diff)
broadcom/vc5: Use THRSW to enable multi-threaded shaders.
This is a major performance boost on all of V3D, but is required on V3D 4.x where shaders are always either 2- or 4-threaded.
Diffstat (limited to 'src/broadcom/compiler/vir_to_qpu.c')
-rw-r--r--src/broadcom/compiler/vir_to_qpu.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/broadcom/compiler/vir_to_qpu.c b/src/broadcom/compiler/vir_to_qpu.c
index 955eb96a87e..9229fa5ba47 100644
--- a/src/broadcom/compiler/vir_to_qpu.c
+++ b/src/broadcom/compiler/vir_to_qpu.c
@@ -319,10 +319,8 @@ v3d_dump_qpu(struct v3d_compile *c)
}
void
-v3d_vir_to_qpu(struct v3d_compile *c)
+v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers)
{
- struct qpu_reg *temp_registers = v3d_register_allocate(c);
-
/* Reset the uniform count to how many will be actually loaded by the
* generated QPU code.
*/