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authorNicolai Hähnle <[email protected]>2017-10-22 17:38:43 +0200
committerNicolai Hähnle <[email protected]>2017-11-09 11:53:20 +0100
commitf76a6cb337f979fb26d3233d7e0ff208ec8885bb (patch)
tree21091663e2eaafc21711a7b77b91c3984f83d490 /src/gallium/drivers/softpipe/sp_screen.c
parentb650fc09c3a35ca624aad5fe4b5c34867708f116 (diff)
radeonsi: always use async compiles when creating shader/compute states
With Gallium threaded contexts, creating shader/compute states is effectively a screen operation, so we should not use context state. In particular, this allows us to avoid using the context's LLVM TargetMachine. This isn't an issue yet because u_threaded_context filters out non-async debug callbacks, and we disable threaded contexts for debug contexts. However, we may want to change that in the future. Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/gallium/drivers/softpipe/sp_screen.c')
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