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Searched refs:validated_shader (Results 1 – 4 of 4) sorted by relevance

/external/mesa3d/src/gallium/drivers/vc4/kernel/
Dvc4_validate_shaders.c151 record_texture_sample(struct vc4_validated_shader_info *validated_shader, in record_texture_sample() argument
155 uint32_t s = validated_shader->num_texture_samples; in record_texture_sample()
159 temp_samples = krealloc(validated_shader->texture_samples, in record_texture_sample()
169 validated_shader->num_texture_samples = s + 1; in record_texture_sample()
170 validated_shader->texture_samples = temp_samples; in record_texture_sample()
179 check_tmu_write(struct vc4_validated_shader_info *validated_shader, in check_tmu_write() argument
257 validated_shader->uniforms_size; in check_tmu_write()
268 validated_shader->uniforms_size += 4; in check_tmu_write()
272 if (!record_texture_sample(validated_shader, in check_tmu_write()
283 static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader) in require_uniform_address_uniform() argument
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Dvc4_validate.c110 if (bo->validated_shader) { in vc4_use_bo()
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()
812 struct vc4_validated_shader_info *validated_shader; in validate_gl_shader_rec() local
827 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()
828 if (!validated_shader) in validate_gl_shader_rec()
831 if (validated_shader->uniforms_src_size > in validate_gl_shader_rec()
839 validated_shader->num_texture_samples); in validate_gl_shader_rec()
842 validated_shader->uniforms_size); in validate_gl_shader_rec()
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/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_simulator.c243 drm_bo->validated_shader = vc4_validate_shader(obj); in vc4_simulator_pin_bos()
244 if (!drm_bo->validated_shader) in vc4_simulator_pin_bos()
263 if (drm_bo->validated_shader) { in vc4_simulator_unpin_bos()
264 free(drm_bo->validated_shader->texture_samples); in vc4_simulator_unpin_bos()
265 free(drm_bo->validated_shader); in vc4_simulator_unpin_bos()
Dvc4_simulator_validate.h98 struct vc4_validated_shader_info *validated_shader; member