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Tomeu Vizoso authored
Instead of all shaders being stored in a single BO, have each shader in its own. This removes the need for a 16MB allocation per context, and allows us to place transient blend shaders in BOs marked as executable (before they were allocated in the transient pool, which shouldn't be executable). v2: - Store compiled blend shaders in a malloc'ed buffer, to avoid reading from GPU-accessible memory when patching (Alyssa). - Free struct panfrost_blend_shader (Alyssa). - Give the job a reference to regular shaders when emitting (Alyssa). v3: - Split out the allocation flags change (Rob). Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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