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-rw-r--r--src/gallium/drivers/v3d/v3dx_draw.c9
-rw-r--r--src/gallium/drivers/v3d/v3dx_rcl.c5
2 files changed, 13 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index 692f1fe3c04..46e629d0c64 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -124,6 +124,11 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
{
struct v3d_context *v3d = v3d_context(pctx);
+ /* XXX perf: If we're reading from the output of TF in this job, we
+ * should instead be using the wait for transform feedback
+ * functionality.
+ */
+
/* Flush writes to textures we're sampling. */
for (int i = 0; i < v3d->tex[s].num_textures; i++) {
struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
@@ -175,6 +180,10 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
+ /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
+ * compile time, so that we mostly just have to OR the VS and FS
+ * records together at draw time.
+ */
cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
shader.enable_clipping = true;
/* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
diff --git a/src/gallium/drivers/v3d/v3dx_rcl.c b/src/gallium/drivers/v3d/v3dx_rcl.c
index 01a907b0a86..17b30465c9d 100644
--- a/src/gallium/drivers/v3d/v3dx_rcl.c
+++ b/src/gallium/drivers/v3d/v3dx_rcl.c
@@ -761,7 +761,10 @@ v3dX(emit_rcl)(struct v3d_job *job)
v3d_rcl_emit_generic_per_tile_list(job, nr_cbufs - 1);
- /* XXX: Use Morton order */
+ /* XXX perf: We should expose GL_MESA_tile_raster_order to improve X11
+ * performance, but we should use Morton order otherwise to improve
+ * cache locality.
+ */
uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;