Searched refs:to_vc4_bo (Results 1 – 4 of 4) sorted by relevance
123 bo = to_vc4_bo(&obj->base); in vc4_use_bo()818 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()823 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()824 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()845 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()
928 bo = to_vc4_bo(&dma_bo->base); in vc4_async_page_flip_complete_with_cleanup()1049 struct vc4_bo *bo = to_vc4_bo(&dma_bo->base); in vc4_async_page_flip()
336 list_add_tail(&to_vc4_bo(&setup->rcl->base)->unref_head, in vc4_create_rcl_bo()
2396 bo = to_vc4_bo(&drm_fb_dma_get_gem_obj(state->fb, 0)->base); in vc4_prepare_fb()2413 bo = to_vc4_bo(&drm_fb_dma_get_gem_obj(state->fb, 0)->base); in vc4_cleanup_fb()