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authorChia-I Wu <[email protected]>2013-06-19 09:56:05 +0800
committerChia-I Wu <[email protected]>2013-06-19 16:46:42 +0800
commitcf41fae96b3d796ce80b2d1ad76b5c84a0669314 (patch)
tree372220327ee720cd763cfcd241ccee4bf846abc7 /src/gallium/drivers/ilo/ilo_3d.h
parent7f7b05d6b324c15b6573dfe1e90d4d5cf416a59b (diff)
ilo: rework shader cache
The new code makes the shader cache manages all shaders and be able to upload all of them to a caller-provided bo as a whole. Previously, we uploaded only the bound shaders. When a different set of shaders is bound, we had to allocate a new kernel bo to upload if the current one is busy.
Diffstat (limited to 'src/gallium/drivers/ilo/ilo_3d.h')
-rw-r--r--src/gallium/drivers/ilo/ilo_3d.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/gallium/drivers/ilo/ilo_3d.h b/src/gallium/drivers/ilo/ilo_3d.h
index a1a0efc5e96..e9888e1b3ec 100644
--- a/src/gallium/drivers/ilo/ilo_3d.h
+++ b/src/gallium/drivers/ilo/ilo_3d.h
@@ -44,7 +44,11 @@ struct ilo_3d {
int owner_reserve;
bool new_batch;
- uint32_t shader_cache_seqno;
+
+ struct {
+ struct intel_bo *bo;
+ unsigned used, size;
+ } kernel;
struct {
struct pipe_query *query;