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Searched refs:to_vc4_bo (Results 1 – 5 of 5) sorted by relevance

/external/mesa3d/src/gallium/drivers/vc4/kernel/
Dvc4_validate.c108 bo = to_vc4_bo(&obj->base); in vc4_use_bo()
403 list_addtail(&to_vc4_bo(&exec->tile_bo->base)->unref_head, in validate_tile_binning_config()
800 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
805 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()
806 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
827 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()
Dvc4_gem.c110 list_addtail(&to_vc4_bo(&exec->exec_bo->base)->unref_head, in vc4_get_bcl()
Dvc4_render_cl.c329 list_addtail(&to_vc4_bo(&setup->rcl->base)->unref_head, in vc4_create_rcl_bo()
/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_simulator_validate.h102 static inline struct drm_vc4_bo *to_vc4_bo(struct drm_gem_object *obj) in to_vc4_bo() function
Dvc4_simulator.c257 struct drm_vc4_bo *drm_bo = to_vc4_bo(&obj->base); in vc4_simulator_unpin_bos()