/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
cl_u16(&shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
- VC4_SHADER_FLAG_FS_SINGLE_THREAD |
+ (vc4->prog.fs->fs_threaded ?
+ 0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
((info->mode == PIPE_PRIM_POINTS &&
vc4->rasterizer->base.point_size_per_vertex) ?
VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
sizeof(uint64_t));
}
+ shader->fs_threaded = c->fs_threaded;
+
/* Copy the compiler UBO range state to the compiled shader, dropping
* out arrays that were never referenced by an indirect load.
*