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Searched refs:to_vc4_bo (Results 1 – 8 of 8) sorted by relevance

/Linux-v4.19/drivers/gpu/drm/vc4/
Dvc4_gem.c108 struct vc4_bo *vc4_bo = to_vc4_bo(kernel_state->bo[i]); in vc4_get_hang_state_ioctl()
192 bo = to_vc4_bo(&exec[i]->bo[j]->base); in vc4_save_hang_state()
256 struct vc4_bo *bo = to_vc4_bo(kernel_state->bo[i]); in vc4_save_hang_state()
536 bo = to_vc4_bo(&exec->bo[i]->base); in vc4_update_bo_seqnos()
547 bo = to_vc4_bo(&exec->rcl_write_bo[i]->base); in vc4_update_bo_seqnos()
562 struct vc4_bo *bo = to_vc4_bo(&exec->bo[i]->base); in vc4_unlock_bo_reservations()
590 bo = to_vc4_bo(&exec->bo[contended_lock]->base); in vc4_lock_bo_reservations()
603 bo = to_vc4_bo(&exec->bo[i]->base); in vc4_lock_bo_reservations()
610 bo = to_vc4_bo(&exec->bo[j]->base); in vc4_lock_bo_reservations()
615 bo = to_vc4_bo(&exec->bo[contended_lock]->base); in vc4_lock_bo_reservations()
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Dvc4_bo.c156 struct vc4_bo *bo = to_vc4_bo(gem_obj); in vc4_bo_set_label()
316 struct vc4_bo *bo = to_vc4_bo(obj); in vc4_bo_purge()
486 bo = to_vc4_bo(&cma_obj->base); in vc4_bo_create()
556 struct vc4_bo *bo = to_vc4_bo(gem_bo); in vc4_free_object()
689 struct vc4_bo *bo = to_vc4_bo(obj); in vc4_prime_res_obj()
697 struct vc4_bo *bo = to_vc4_bo(obj); in vc4_prime_export()
728 struct vc4_bo *bo = to_vc4_bo(obj); in vc4_fault()
752 bo = to_vc4_bo(gem_obj); in vc4_mmap()
797 struct vc4_bo *bo = to_vc4_bo(obj); in vc4_prime_mmap()
809 struct vc4_bo *bo = to_vc4_bo(obj); in vc4_prime_vmap()
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Dvc4_validate.c117 bo = to_vc4_bo(&obj->base); in vc4_use_bo()
280 to_vc4_bo(&ib->base)->write_seqno); in validate_indexed_prim_list()
731 to_vc4_bo(&tex->base)->write_seqno); in reloc_tex()
812 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
817 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()
818 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
839 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()
896 to_vc4_bo(&vbo->base)->write_seqno); in validate_gl_shader_rec()
Dvc4_kms.c297 bo = to_vc4_bo(gem_obj); in vc4_fb_create()
Dvc4_plane.c869 bo = to_vc4_bo(&drm_fb_cma_get_gem_obj(state->fb, 0)->base); in vc4_prepare_fb()
892 bo = to_vc4_bo(&drm_fb_cma_get_gem_obj(state->fb, 0)->base); in vc4_cleanup_fb()
Dvc4_crtc.c865 bo = to_vc4_bo(&cma_bo->base); in vc4_async_page_flip_complete()
892 struct vc4_bo *bo = to_vc4_bo(&cma_bo->base); in vc4_async_page_flip()
Dvc4_drv.h263 to_vc4_bo(struct drm_gem_object *bo) in to_vc4_bo() function
Dvc4_render_cl.c335 list_add_tail(&to_vc4_bo(&setup->rcl->base)->unref_head, in vc4_create_rcl_bo()