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authorEric Anholt <[email protected]>2015-07-29 12:16:50 -0700
committerEric Anholt <[email protected]>2015-07-30 15:46:28 -0700
commitc93ffd661a46f0f6d20c9ec2e97d4d9393e28111 (patch)
tree313964f0b12259281f1cabbca040ac953bc7ff6c /src/gallium/drivers/vc4/vc4_draw.c
parentdf3005de189f5120bc06f6cba35ecaf5c4503229 (diff)
vc4: Mark our shaders as single-threaded.
I had my understanding of this bit flipped. We're using the full register space, so we need to say so.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index 22ae8f27e4a..a4e5e092b1a 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -139,6 +139,7 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *i
/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
cl_u16(&shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
+ VC4_SHADER_FLAG_FS_SINGLE_THREAD |
((info->mode == PIPE_PRIM_POINTS &&
vc4->rasterizer->base.point_size_per_vertex) ?
VC4_SHADER_FLAG_VS_POINT_SIZE : 0));