mirror of https://gitlab.freedesktop.org/mesa/mesa
vc4: Mark threaded FSes as non-singlethread in the CL.
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@ -163,6 +163,8 @@ struct vc4_compiled_shader {
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*/
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bool failed;
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bool fs_threaded;
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uint8_t num_inputs;
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/* Byte offsets for the start of the vertex attributes 0-7, and the
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@ -155,7 +155,8 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
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/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
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cl_u16(&shader_rec,
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VC4_SHADER_FLAG_ENABLE_CLIPPING |
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VC4_SHADER_FLAG_FS_SINGLE_THREAD |
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(vc4->prog.fs->fs_threaded ?
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0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
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((info->mode == PIPE_PRIM_POINTS &&
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vc4->rasterizer->base.point_size_per_vertex) ?
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VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
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@ -2543,6 +2543,8 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
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sizeof(uint64_t));
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}
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shader->fs_threaded = c->fs_threaded;
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/* Copy the compiler UBO range state to the compiled shader, dropping
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* out arrays that were never referenced by an indirect load.
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*
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