v3d: Let scheduler know GS doesn’t have shared I/O memory
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 <eric@anholt.net> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5561>
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@ -1083,7 +1083,8 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
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*/
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.stages_with_shared_io_memory =
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(((1 << MESA_ALL_SHADER_STAGES) - 1) &
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~(1 << MESA_SHADER_FRAGMENT)),
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~((1 << MESA_SHADER_FRAGMENT) |
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(1 << MESA_SHADER_GEOMETRY))),
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};
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NIR_PASS_V(c->s, nir_schedule, &schedule_options);
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