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authorEric Anholt <[email protected]>2018-12-05 15:41:35 -0800
committerJose Maria Casanova Crespo <[email protected]>2019-10-18 14:08:52 +0200
commit66e2d3b69fbd0310597913f5099272a033963b5d (patch)
treedeeed26537d14b1cfbea066e888e35f01a8def2d /src/gallium/drivers/v3d/v3d_screen.c
parent2d8b51ea4d66c817a213e083b09549eb6ae8ba26 (diff)
v3d: Add Compute Shader support
Now that the UAPI has landed, add the pipe_context function for dispatching compute shaders. This is the last major feature for GLES 3.1, though it's not enabled quite yet.
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_screen.c')
-rw-r--r--src/gallium/drivers/v3d/v3d_screen.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3d_screen.c b/src/gallium/drivers/v3d/v3d_screen.c
index 9e30268e858..957420a5311 100644
--- a/src/gallium/drivers/v3d/v3d_screen.c
+++ b/src/gallium/drivers/v3d/v3d_screen.c
@@ -669,7 +669,7 @@ v3d_screen_create(int fd, const struct pipe_screen_config *config,
slab_create_parent(&screen->transfer_pool, sizeof(struct v3d_transfer), 16);
- screen->has_csd = false; /* until the UABI is enabled. */
+ screen->has_csd = v3d_has_feature(screen, DRM_V3D_PARAM_SUPPORTS_CSD);
v3d_fence_init(screen);