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* llvmpipe: handle compute shader launch with 0 threadsDave Airlie2019-10-211-0/+9
| | | | | | | | | If you set LP_NUM_THREADS=0 compute shaders would hang, just execute the workloads in sequence if we have no threads in the pool. Fixes: 1b24e3ba75 ("llvmpipe: add compute threadpool + mutex") Reviewed-by: Roland Scheidegger <[email protected]>
* llvmpipe: fix CALLOC vs. free mismatchesRoland Scheidegger2019-09-061-3/+3
| | | | | | | Should fix some issues we're seeing. And use REALLOC instead of realloc. Reviewed-by: Dave Airlie <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* llvmpipe: add compute threadpool + mutexDave Airlie2019-09-041-0/+153
Reviewed-by: Roland Scheidegger <[email protected]> In order to efficiently run a number of compute blocks, use a threadpool that just allows for jobs with unique sequential ids to be dispatched.