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>
This commit is contained in:
Neil Roberts 2020-06-17 15:22:32 +02:00
parent ed29b576cb
commit 053df9bd8f
1 changed files with 2 additions and 1 deletions

View File

@ -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);