Searched refs:cl_packet_length (Results 1 – 8 of 8) sorted by relevance
189 #define cl_packet_length(packet) V3DX(packet ## _length) macro224 cl_advance(&cl_out, cl_packet_length(packet)); \237 uint8_t packed[cl_packet_length(packet)]; \239 for (int _i = 0; _i < cl_packet_length(packet); _i++) \241 cl_advance(&cl_out, cl_packet_length(packet)); \260 cl_packet_length(packet))); \
63 if (cl_offset(cl) + space + cl_packet_length(BRANCH) <= cl->size) in vc5_cl_ensure_space_with_branch()
160 cl_packet_length(GL_SHADER_STATE_RECORD) + in vc5_emit_gl_shader_state()162 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD), in vc5_emit_gl_shader_state()260 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD); in vc5_emit_gl_shader_state()
310 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD); in vc5_vertex_state_create()518 so->bo = vc5_bo_alloc(vc5->screen, cl_packet_length(SAMPLER_STATE), in vc5_create_sampler_state()680 so->bo = vc5_bo_alloc(vc5->screen, cl_packet_length(SAMPLER_STATE),
144 cl_packet_length(TEXTURE_SHADER_STATE), in emit_one_texture()242 uint8_t packed[cl_packet_length(TEXTURE_SHADER_STATE)]; in emit_one_texture()
396 cl_packet_length(OCCLUSION_QUERY_COUNTER)); in vc5_job_submit()
447 cl_packet_length(SUPERTILE_COORDINATES)); in v3dX()
222 #define cl_packet_length(packet) V3D21_ ## packet ## _length macro260 cl_packet_length(packet))); \261 cl_advance(&cl_out, cl_packet_length(packet)); \