Searched refs:NUM_CHANNELS (Results 1 – 7 of 7) sorted by relevance
24 #define NUM_CHANNELS 1 // number of channels macro64 uint32_t rcvn[NUM_CHANNELS][NUM_RANKS][NUM_BYTE_LANES];65 uint32_t rdqs[NUM_CHANNELS][NUM_RANKS][NUM_BYTE_LANES];66 uint32_t wdqs[NUM_CHANNELS][NUM_RANKS][NUM_BYTE_LANES];67 uint32_t wdq [NUM_CHANNELS][NUM_RANKS][NUM_BYTE_LANES];68 uint32_t vref[NUM_CHANNELS][NUM_BYTE_LANES];69 uint32_t wctl[NUM_CHANNELS][NUM_RANKS];70 uint32_t wcmd[NUM_CHANNELS];146 uint32_t channel_size[NUM_CHANNELS];147 uint32_t column_bits[NUM_CHANNELS];[all …]
516 for (channel_i=0; channel_i<NUM_CHANNELS; channel_i++) { in ddrphy_init()533 for (channel_i=0; channel_i<NUM_CHANNELS; channel_i++) { in ddrphy_init()753 for (channel_i=0; channel_i<NUM_CHANNELS; channel_i++) { in ddrphy_init()775 for (channel_i=0; channel_i<NUM_CHANNELS; channel_i++) { in ddrphy_init()797 for (channel_i=0; channel_i<NUM_CHANNELS; channel_i++) { in ddrphy_init()827 for (channel_i=0; channel_i<NUM_CHANNELS; channel_i++) { in ddrphy_init()1084 …uint32_t final_delay[NUM_CHANNELS][NUM_BYTE_LANES]; // used to find placement for rank2rank sharin… in rcvn_cal()1115 for (channel_i = 0; channel_i < NUM_CHANNELS; channel_i++) in rcvn_cal()1371 …uint32_t final_delay[NUM_CHANNELS][NUM_BYTE_LANES]; // used to find placement for rank2rank sharin… in wr_level()1399 for (channel_i = 0; channel_i < NUM_CHANNELS; channel_i++) in wr_level()[all …]
835 for (channel_i = 0; channel_i < NUM_CHANNELS; channel_i++) in clear_pointers()1336 for (channel_i = 0; channel_i < NUM_CHANNELS; channel_i++) in print_timings()1497 for (ch = 0; ch < NUM_CHANNELS; ch++) in store_timings()1532 for (ch = 0; ch < NUM_CHANNELS; ch++) in restore_timings()1563 for (ch = 0; ch < NUM_CHANNELS; ch++) in default_timings()
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)33 #define H (Scene::HILL * Scene::NUM_CHANNELS)34 #define W (Scene::WALL * Scene::NUM_CHANNELS)35 #define R (Scene::ROOF * Scene::NUM_CHANNELS)36 #define D (Scene::DOOR * Scene::NUM_CHANNELS)37 #define C (Scene::CHIMNEY * Scene::NUM_CHANNELS)38 #define I (Scene::WINDOW * Scene::NUM_CHANNELS)39 #define U (Scene::SUN * Scene::NUM_CHANNELS)40 #define K (Scene::SKY * Scene::NUM_CHANNELS)[all …]
71 enum ColorChannels { R = 0, Gr, Gb, B, Y, Cb, Cr, NUM_CHANNELS }; enumerator115 uint32_t mCurrentColors[NUM_MATERIALS * NUM_CHANNELS];
83 NUM_CHANNELS enumerator128 uint32_t mCurrentColors[NUM_MATERIALS*NUM_CHANNELS];