Searched refs:bo_count (Results 1 – 9 of 9) sorted by relevance
49 u32 bo_count; member58 for (i = 0; i < state->user_state.bo_count; i++) in vc4_free_hang_state()88 if (get_state->bo_count < state->bo_count) { in vc4_get_hang_state_ioctl()89 get_state->bo_count = state->bo_count; in vc4_get_hang_state_ioctl()101 bo_state = kcalloc(state->bo_count, sizeof(*bo_state), GFP_KERNEL); in vc4_get_hang_state_ioctl()107 for (i = 0; i < state->bo_count; i++) { in vc4_get_hang_state_ioctl()115 state->bo_count = i; in vc4_get_hang_state_ioctl()125 state->bo_count * sizeof(*bo_state))) in vc4_get_hang_state_ioctl()130 for (i = 0; i < state->bo_count; i++) in vc4_get_hang_state_ioctl()167 state->bo_count = 0; in vc4_save_hang_state()[all …]
111 if (hindex >= exec->bo_count) { in vc4_use_bo()113 hindex, exec->bo_count); in vc4_use_bo()796 if (src_handles[i] > exec->bo_count) { in validate_gl_shader_rec()
461 uint32_t bo_count; member
216 for (i = 0; i < exec->bo_count; i++) { in v3d_attach_object_fences()231 for (i = 0; i < exec->bo_count; i++) { in v3d_unlock_bo_reservations()269 for (i = 0; i < exec->bo_count; i++) { in v3d_lock_bo_reservations()305 for (i = 0; i < exec->bo_count; i++) { in v3d_lock_bo_reservations()342 exec->bo_count = args->bo_handle_count; in v3d_cl_lookup_bos()344 if (!exec->bo_count) { in v3d_cl_lookup_bos()352 exec->bo = kvmalloc_array(exec->bo_count, in v3d_cl_lookup_bos()360 handles = kvmalloc_array(exec->bo_count, sizeof(u32), GFP_KERNEL); in v3d_cl_lookup_bos()369 exec->bo_count * sizeof(u32))) { in v3d_cl_lookup_bos()376 for (i = 0; i < exec->bo_count; i++) { in v3d_cl_lookup_bos()[all …]
205 u32 bo_count; member
300 __u32 bo_count; member
435 atomic_t bo_count; member
115 atomic_read(&glob->bo_count)); in ttm_bo_global_show()153 atomic_dec(&bo->bdev->glob->bo_count); in ttm_bo_release_list()1180 atomic_inc(&bo->bdev->glob->bo_count); in ttm_bo_init_reserved()1482 atomic_set(&glob->bo_count, 0); in ttm_bo_global_init()
504 atomic_inc(&bo->bdev->glob->bo_count); in ttm_buffer_object_transfer()