Searched refs:to_vc4_bo (Results 1 – 5 of 5) sorted by relevance
108 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()
110 list_addtail(&to_vc4_bo(&exec->exec_bo->base)->unref_head, in vc4_get_bcl()
329 list_addtail(&to_vc4_bo(&setup->rcl->base)->unref_head, in vc4_create_rcl_bo()
102 static inline struct drm_vc4_bo *to_vc4_bo(struct drm_gem_object *obj) in to_vc4_bo() function
257 struct drm_vc4_bo *drm_bo = to_vc4_bo(&obj->base); in vc4_simulator_unpin_bos()