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Help
Searched
refs:to_vc4_bo
(Results
1 - 16
of
16
) sorted by relevance
/kernel/linux/linux-5.10/drivers/gpu/drm/vc4/
H
A
D
vc4_bo.c
130
struct vc4_bo *bo =
to_vc4_bo
(gem_obj);
in vc4_bo_set_label()
288
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_bo_purge()
457
bo =
to_vc4_bo
(&cma_obj->base);
in vc4_bo_create()
527
struct vc4_bo *bo =
to_vc4_bo
(gem_bo);
in vc4_free_object()
660
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_prime_export()
691
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_fault()
715
bo =
to_vc4_bo
(gem_obj);
in vc4_mmap()
760
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_prime_mmap()
772
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_prime_vmap()
965
bo =
to_vc4_bo
(gem_ob
in vc4_set_tiling_ioctl()
[all...]
H
A
D
vc4_validate.c
117
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()
H
A
D
vc4_gem.c
115
struct vc4_bo *vc4_bo =
to_vc4_bo
(kernel_state->bo[i]);
in vc4_get_hang_state_ioctl()
199
bo =
to_vc4_bo
(&exec[i]->bo[j]->base);
in vc4_save_hang_state()
263
struct vc4_bo *bo =
to_vc4_bo
(kernel_state->bo[i]);
in vc4_save_hang_state()
543
bo =
to_vc4_bo
(&exec->bo[i]->base);
in vc4_update_bo_seqnos()
554
bo =
to_vc4_bo
(&exec->rcl_write_bo[i]->base);
in vc4_update_bo_seqnos()
788
ret = vc4_bo_inc_usecnt(
to_vc4_bo
(&exec->bo[i]->base));
in vc4_cl_lookup_bos()
806
vc4_bo_dec_usecnt(
to_vc4_bo
(&exec->bo[i]->base));
in vc4_cl_lookup_bos()
897
list_add_tail(&
to_vc4_bo
(&exec->exec_bo->base)->unref_head,
in vc4_get_bcl()
957
struct vc4_bo *bo =
to_vc4_bo
(&exec->bo[i]->base);
in vc4_complete_exec()
1105
bo =
to_vc4_bo
(gem_ob
in vc4_wait_bo_ioctl()
[all...]
H
A
D
vc4_crtc.c
738
bo =
to_vc4_bo
(&cma_bo->base);
in vc4_async_page_flip_complete()
765
struct vc4_bo *bo =
to_vc4_bo
(&cma_bo->base);
in vc4_async_page_flip()
H
A
D
vc4_render_cl.c
334
list_add_tail(&
to_vc4_bo
(&setup->rcl->base)->unref_head,
in vc4_create_rcl_bo()
H
A
D
vc4_plane.c
1249
bo =
to_vc4_bo
(&drm_fb_cma_get_gem_obj(state->fb, 0)->base);
in vc4_prepare_fb()
1271
bo =
to_vc4_bo
(&drm_fb_cma_get_gem_obj(state->fb, 0)->base);
in vc4_cleanup_fb()
H
A
D
vc4_kms.c
495
bo =
to_vc4_bo
(gem_obj);
in vc4_fb_create()
H
A
D
vc4_drv.h
289
to_vc4_bo
(struct drm_gem_object *bo)
in to_vc4_bo()
function
/kernel/linux/linux-6.6/drivers/gpu/drm/vc4/
H
A
D
vc4_bo.c
134
struct vc4_bo *bo =
to_vc4_bo
(gem_obj);
in vc4_bo_set_label()
299
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_bo_purge()
476
bo =
to_vc4_bo
(&dma_obj->base);
in vc4_bo_create()
547
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_export()
720
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_fault()
734
struct vc4_bo *bo =
to_vc4_bo
(obj);
in vc4_gem_object_mmap()
943
bo =
to_vc4_bo
(gem_obj);
in vc4_set_tiling_ioctl()
978
bo =
to_vc4_bo
(gem_obj);
in vc4_get_tiling_ioctl()
H
A
D
vc4_validate.c
121
bo =
to_vc4_bo
(&obj->base);
in vc4_use_bo()
288
to_vc4_bo
(&ib->base)->write_seqno);
in validate_indexed_prim_list()
743
to_vc4_bo
(&tex->base)->write_seqno);
in reloc_tex()
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()
851
validated_shader =
to_vc4_bo
(&bo[i]->base)->validated_shader;
in validate_gl_shader_rec()
908
to_vc4_bo
(&vbo->base)->write_seqno);
in validate_gl_shader_rec()
H
A
D
vc4_gem.c
118
struct vc4_bo *vc4_bo =
to_vc4_bo
(kernel_state->bo[i]);
in vc4_get_hang_state_ioctl()
202
bo =
to_vc4_bo
(exec[i]->bo[j]);
in vc4_save_hang_state()
266
struct vc4_bo *bo =
to_vc4_bo
(kernel_state->bo[i]);
in vc4_save_hang_state()
561
bo =
to_vc4_bo
(exec->bo[i]);
in vc4_update_bo_seqnos()
573
bo =
to_vc4_bo
(&exec->rcl_write_bo[i]->base);
in vc4_update_bo_seqnos()
769
ret = vc4_bo_inc_usecnt(
to_vc4_bo
(exec->bo[i]));
in vc4_cl_lookup_bos()
786
vc4_bo_dec_usecnt(
to_vc4_bo
(exec->bo[i]));
in vc4_cl_lookup_bos()
875
list_add_tail(&
to_vc4_bo
(&exec->exec_bo->base)->unref_head,
in vc4_get_bcl()
935
struct vc4_bo *bo =
to_vc4_bo
(exec->bo[i]);
in vc4_complete_exec()
1096
bo =
to_vc4_bo
(gem_ob
in vc4_wait_bo_ioctl()
[all...]
H
A
D
vc4_crtc.c
879
bo =
to_vc4_bo
(&dma_bo->base);
in vc4_async_page_flip_seqno_complete()
917
struct vc4_bo *bo =
to_vc4_bo
(&dma_bo->base);
in vc4_async_set_fence_cb()
1000
struct vc4_bo *bo =
to_vc4_bo
(&dma_bo->base);
in vc4_async_page_flip()
H
A
D
vc4_render_cl.c
334
list_add_tail(&
to_vc4_bo
(&setup->rcl->base)->unref_head,
in vc4_create_rcl_bo()
H
A
D
vc4_drv.h
285
#define
to_vc4_bo
(_bo) \
macro
H
A
D
vc4_kms.c
481
bo =
to_vc4_bo
(gem_obj);
in vc4_fb_create()
H
A
D
vc4_plane.c
1504
bo =
to_vc4_bo
(&drm_fb_dma_get_gem_obj(state->fb, 0)->base);
in vc4_prepare_fb()
1522
bo =
to_vc4_bo
(&drm_fb_dma_get_gem_obj(state->fb, 0)->base);
in vc4_cleanup_fb()
Completed in 23 milliseconds