Searched refs:validated_shader (Results 1 – 2 of 2) sorted by relevance
124 if (bo->validated_shader) { in vc4_use_bo()834 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()839 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()840 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()846 struct vc4_validated_shader_info *validated_shader; in validate_gl_shader_rec() local861 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()862 if (!validated_shader) in validate_gl_shader_rec()865 if (validated_shader->uniforms_src_size > in validate_gl_shader_rec()873 validated_shader->num_texture_samples); in validate_gl_shader_rec()876 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()584 if (bo->validated_shader) { in vc4_free_object()585 kfree(bo->validated_shader->uniform_addr_offsets); in vc4_free_object()586 kfree(bo->validated_shader->texture_samples); in vc4_free_object()587 kfree(bo->validated_shader); in vc4_free_object()588 bo->validated_shader = NULL; in vc4_free_object()[all …]