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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 /src/gallium/drivers/vc4/vc4_bufmgr.h
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 'src/gallium/drivers/vc4/vc4_bufmgr.h')
-rw-r--r--src/gallium/drivers/vc4/vc4_bufmgr.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/drivers/vc4/vc4_bufmgr.h b/src/gallium/drivers/vc4/vc4_bufmgr.h
index eb8409afb68..b77506e242a 100644
--- a/src/gallium/drivers/vc4/vc4_bufmgr.h
+++ b/src/gallium/drivers/vc4/vc4_bufmgr.h
@@ -58,8 +58,8 @@ struct vc4_bo {
struct vc4_bo *vc4_bo_alloc(struct vc4_screen *screen, uint32_t size,
const char *name);
-struct vc4_bo *vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data,
- uint32_t size, const char *name);
+struct vc4_bo *vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data,
+ uint32_t size);
void vc4_bo_last_unreference(struct vc4_bo *bo);
void vc4_bo_last_unreference_locked_timed(struct vc4_bo *bo, time_t time);
struct vc4_bo *vc4_bo_open_name(struct vc4_screen *screen, uint32_t name,