From 7f27ad55974d0bdac4c94a4523a4d42cc75334d5 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Thu, 10 Nov 2016 17:47:34 -0800 Subject: 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. --- src/gallium/drivers/vc4/vc4_context.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/gallium/drivers/vc4/vc4_context.h') diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h index e59b1d28287..2005ae0e4ea 100644 --- a/src/gallium/drivers/vc4/vc4_context.h +++ b/src/gallium/drivers/vc4/vc4_context.h @@ -42,6 +42,9 @@ #ifndef DRM_VC4_PARAM_SUPPORTS_ETC1 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 #endif +#ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS +#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 +#endif #ifdef USE_VC4_SIMULATOR #define using_vc4_simulator true -- cgit v1.2.3