diff options
author | Eric Anholt <[email protected]> | 2016-11-10 17:47:34 -0800 |
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committer | Eric Anholt <[email protected]> | 2016-11-16 19:45:01 -0800 |
commit | 7f27ad55974d0bdac4c94a4523a4d42cc75334d5 (patch) | |
tree | 33ace14da8827227a06899a4e7f98a3aaabddd54 /src/gallium/drivers/vc4/vc4_context.h | |
parent | 45c022f2b06967196516f0616a9e4959ddcd14da (diff) |
vc4: Try compiling our FSes in multithreaded mode on new kernels.
Multithreaded fragment shaders let us hide texturing latency by a
hyperthreading-style switch to another fragment shader. This gets us up
to 20% framerate improvements on glmark2 tests.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.h')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_context.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h index e59b1d28287..2005ae0e4ea 100644 --- a/src/gallium/drivers/vc4/vc4_context.h +++ b/src/gallium/drivers/vc4/vc4_context.h @@ -42,6 +42,9 @@ #ifndef DRM_VC4_PARAM_SUPPORTS_ETC1 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 #endif +#ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS +#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 +#endif #ifdef USE_VC4_SIMULATOR #define using_vc4_simulator true |