* number of coefficients allow us to have.
*/
if (coeff_regs_count > 0U) {
- /* If TA or 3D can overlap with CDM, or if the TA is running a geometry
- * shader then we need to consider this in calculating max allowed
- * work-groups.
+ /* If the geometry or fragment jobs can overlap with the compute job, or
+ * if there is a vertex shader already running then we need to consider
+ * this in calculating max allowed work-groups.
*/
if (PVR_HAS_QUIRK(dev_info, 52354) &&
(PVR_HAS_FEATURE(dev_info, compute_overlap) ||
}
/* Multiple dispatches can be merged into a single job. When back to
- * back dispatches have a sequential dependency (CDM -> CDM pipeline
- * barrier) we need to do the following.
+ * back dispatches have a sequential dependency (Compute -> compute
+ * pipeline barrier) we need to do the following.
* - Dispatch a kernel which fences all previous memory writes and
* flushes the MADD cache.
- * - Issue a CDM fence which ensures all previous tasks emitted by
- * the CDM are completed before starting anything new.
+ * - Issue a compute fence which ensures all previous tasks emitted
+ * by the compute data master are completed before starting
+ * anything new.
*/
/* Issue Data Fence, Wait for Data Fence (IDFWDF) makes the PDS wait