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authorIago Toral Quiroga <itoral@igalia.com>2019-10-30 14:19:30 +0100
committerIago Toral Quiroga <itoral@igalia.com>2019-12-16 08:42:37 +0100
commita1b7c0844ddcbdc5ab773cbe2f6312f34111bdd9 (patch)
treed140eda451b2e44ad4012fc0960612b574b14b6a /src/gallium/drivers/v3d/v3d_context.h
parent6c7a2b69f8df5a9c0cb8c8f3b099694bbe1b0b53 (diff)
v3d: fix primitive queries for geometry shaders
With geometry shaders the number of emitted primitived is decided at run time, so we cannot precompute it in the CPU and we need to use the PRIMITIVE_COUNTS_FEEDBACK commands to have the GPU provide the number like we do for the number of primitives written to transform feedback. This may have a performance impact though, since it requires a sync wait for the draw to complete, so we only do it when geometry shaders are present. v2: remove '> 0' comparison for ponter type (Alejandro) Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_context.h')
-rw-r--r--src/gallium/drivers/v3d/v3d_context.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3d_context.h b/src/gallium/drivers/v3d/v3d_context.h
index f8d146847de..e3a5be5fea2 100644
--- a/src/gallium/drivers/v3d/v3d_context.h
+++ b/src/gallium/drivers/v3d/v3d_context.h
@@ -693,7 +693,7 @@ bool v3d_generate_mipmap(struct pipe_context *pctx,
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
-void v3d_tf_update_counters(struct v3d_context *v3d);
+void v3d_update_primitive_counters(struct v3d_context *v3d);
#ifdef v3dX
# include "v3dx_context.h"