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author | Nicolai Hähnle <[email protected]> | 2017-10-22 17:38:43 +0200 |
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committer | Nicolai Hähnle <[email protected]> | 2017-11-09 11:53:20 +0100 |
commit | f76a6cb337f979fb26d3233d7e0ff208ec8885bb (patch) | |
tree | 21091663e2eaafc21711a7b77b91c3984f83d490 /src/gallium/winsys/virgl/drm | |
parent | b650fc09c3a35ca624aad5fe4b5c34867708f116 (diff) |
radeonsi: always use async compiles when creating shader/compute states
With Gallium threaded contexts, creating shader/compute states is
effectively a screen operation, so we should not use context state.
In particular, this allows us to avoid using the context's LLVM
TargetMachine.
This isn't an issue yet because u_threaded_context filters out non-async
debug callbacks, and we disable threaded contexts for debug contexts.
However, we may want to change that in the future.
Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/gallium/winsys/virgl/drm')
0 files changed, 0 insertions, 0 deletions