From 053df9bd8f24ef4576cb19eacb3c273bf1ed9e68 Mon Sep 17 00:00:00 2001 From: Neil Roberts Date: Wed, 17 Jun 2020 15:22:32 +0200 Subject: [PATCH] =?utf8?q?v3d:=20Let=20scheduler=20know=20GS=20doesn?= =?utf8?q?=E2=80=99t=20have=20shared=20I/O=20memory?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Unlike the vertex shaders, the memory for inputs and outputs is stored in separate segments so the scheduler doesn’t need to serialise them. Reviewed-by: Eric Anholt Reviewed-by: Iago Toral Quiroga Part-of: --- src/broadcom/compiler/vir.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index 4c9e99cfd77..ff2e0290122 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -1083,7 +1083,8 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler, */ .stages_with_shared_io_memory = (((1 << MESA_ALL_SHADER_STAGES) - 1) & - ~(1 << MESA_SHADER_FRAGMENT)), + ~((1 << MESA_SHADER_FRAGMENT) | + (1 << MESA_SHADER_GEOMETRY))), }; NIR_PASS_V(c->s, nir_schedule, &schedule_options); -- 2.30.2