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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.h
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.h')
-rw-r--r--src/gallium/drivers/vc4/vc4_screen.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_screen.h b/src/gallium/drivers/vc4/vc4_screen.h
index 572d62d6ac1..1f91ad37f88 100644
--- a/src/gallium/drivers/vc4/vc4_screen.h
+++ b/src/gallium/drivers/vc4/vc4_screen.h
@@ -90,6 +90,7 @@ struct vc4_screen {
uint32_t bo_count;
bool has_control_flow;
bool has_etc1;
+ bool has_threaded_fs;
struct vc4_simulator_file *sim_file;
};