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authorEric Anholt <[email protected]>2016-11-10 17:47:34 -0800
committerEric Anholt <[email protected]>2016-11-16 19:45:01 -0800
commit7f27ad55974d0bdac4c94a4523a4d42cc75334d5 (patch)
tree33ace14da8827227a06899a4e7f98a3aaabddd54 /src/gallium/drivers/vc4/vc4_screen.c
parent45c022f2b06967196516f0616a9e4959ddcd14da (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_screen.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_screen.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_screen.c b/src/gallium/drivers/vc4/vc4_screen.c
index 9f852f0326d..97510b621d4 100644
--- a/src/gallium/drivers/vc4/vc4_screen.c
+++ b/src/gallium/drivers/vc4/vc4_screen.c
@@ -614,6 +614,8 @@ vc4_screen_create(int fd)
vc4_has_feature(screen, DRM_VC4_PARAM_SUPPORTS_BRANCHES);
screen->has_etc1 =
vc4_has_feature(screen, DRM_VC4_PARAM_SUPPORTS_ETC1);
+ screen->has_threaded_fs =
+ vc4_has_feature(screen, DRM_VC4_PARAM_SUPPORTS_THREADED_FS);
if (!vc4_get_chip_info(screen))
goto fail;