Searched refs:validated_shader (Results 1 – 4 of 4) sorted by relevance
157 record_texture_sample(struct vc4_validated_shader_info *validated_shader, in record_texture_sample() argument161 uint32_t s = validated_shader->num_texture_samples; in record_texture_sample()165 temp_samples = krealloc(validated_shader->texture_samples, in record_texture_sample()175 validated_shader->num_texture_samples = s + 1; in record_texture_sample()176 validated_shader->texture_samples = temp_samples; in record_texture_sample()185 check_tmu_write(struct vc4_validated_shader_info *validated_shader, in check_tmu_write() argument263 validated_shader->uniforms_size; in check_tmu_write()274 validated_shader->uniforms_size += 4; in check_tmu_write()278 if (!record_texture_sample(validated_shader, in check_tmu_write()289 static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader) in require_uniform_address_uniform() argument[all …]
125 if (bo->validated_shader) { 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()830 struct vc4_validated_shader_info *validated_shader; in validate_gl_shader_rec() local845 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()846 if (!validated_shader) in validate_gl_shader_rec()849 if (validated_shader->uniforms_src_size > in validate_gl_shader_rec()857 validated_shader->num_texture_samples); in validate_gl_shader_rec()860 validated_shader->uniforms_size); in validate_gl_shader_rec()[all …]
176 if (bo->validated_shader) { in vc4_bo_destroy()177 kfree(bo->validated_shader->uniform_addr_offsets); in vc4_bo_destroy()178 kfree(bo->validated_shader->texture_samples); in vc4_bo_destroy()179 kfree(bo->validated_shader); in vc4_bo_destroy()180 bo->validated_shader = NULL; in vc4_bo_destroy()585 if (bo->validated_shader) { in vc4_free_object()586 kfree(bo->validated_shader->uniform_addr_offsets); in vc4_free_object()587 kfree(bo->validated_shader->texture_samples); in vc4_free_object()588 kfree(bo->validated_shader); in vc4_free_object()589 bo->validated_shader = NULL; in vc4_free_object()[all …]
261 struct vc4_validated_shader_info *validated_shader; member