drm/vc4: Add fragment shader threading support

FS threading brings performance improvements of 0-20% in glmark2.

The validation code checks for thread switch signals and ensures that
the registers of the other thread are not touched, and that our clamps
are not live across thread switches.  It also checks that the
threading and branching instructions do not interfere.

(Original patch by Jonas, changes by anholt for style cleanup,
removing validation the kernel doesn't need to do, and adding the flag
for userspace).

v2: Minor style fixes from checkpatch.

Signed-off-by: Jonas Pfeil <pfeiljonas@gmx.de>
Signed-off-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Jonas Pfeil
2016-11-08 00:18:39 +01:00
committed by Eric Anholt
parent 3a62234680
commit c778cc5df9
5 changed files with 79 additions and 5 deletions

View File

@@ -287,6 +287,7 @@ struct drm_vc4_get_hang_state {
#define DRM_VC4_PARAM_V3D_IDENT2 2
#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
struct drm_vc4_get_param {
__u32 param;