Searched refs:validated_shader (Results 1 – 4 of 4) sorted by relevance
155 record_texture_sample(struct vc4_validated_shader_info *validated_shader, in record_texture_sample() argument159 uint32_t s = validated_shader->num_texture_samples; in record_texture_sample()163 temp_samples = krealloc(validated_shader->texture_samples, in record_texture_sample()173 validated_shader->num_texture_samples = s + 1; in record_texture_sample()174 validated_shader->texture_samples = temp_samples; in record_texture_sample()183 check_tmu_write(struct vc4_validated_shader_info *validated_shader, in check_tmu_write() argument261 validated_shader->uniforms_size; in check_tmu_write()272 validated_shader->uniforms_size += 4; in check_tmu_write()276 if (!record_texture_sample(validated_shader, in check_tmu_write()287 static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader) in require_uniform_address_uniform() argument[all …]
123 if (bo->validated_shader) { in vc4_use_bo()824 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()829 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()830 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()836 struct vc4_validated_shader_info *validated_shader; in validate_gl_shader_rec() local851 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()852 if (!validated_shader) in validate_gl_shader_rec()855 if (validated_shader->uniforms_src_size > in validate_gl_shader_rec()863 validated_shader->num_texture_samples); in validate_gl_shader_rec()866 validated_shader->uniforms_size); in validate_gl_shader_rec()[all …]
175 if (bo->validated_shader) { in vc4_bo_destroy()176 kfree(bo->validated_shader->uniform_addr_offsets); in vc4_bo_destroy()177 kfree(bo->validated_shader->texture_samples); in vc4_bo_destroy()178 kfree(bo->validated_shader); in vc4_bo_destroy()179 bo->validated_shader = NULL; in vc4_bo_destroy()587 if (bo->validated_shader) { in vc4_free_object()588 kfree(bo->validated_shader->uniform_addr_offsets); in vc4_free_object()589 kfree(bo->validated_shader->texture_samples); in vc4_free_object()590 kfree(bo->validated_shader); in vc4_free_object()591 bo->validated_shader = NULL; in vc4_free_object()[all …]
270 struct vc4_validated_shader_info *validated_shader; member