validated_shader  171 drivers/gpu/drm/vc4/vc4_bo.c 	if (bo->validated_shader) {
validated_shader  172 drivers/gpu/drm/vc4/vc4_bo.c 		kfree(bo->validated_shader->uniform_addr_offsets);
validated_shader  173 drivers/gpu/drm/vc4/vc4_bo.c 		kfree(bo->validated_shader->texture_samples);
validated_shader  174 drivers/gpu/drm/vc4/vc4_bo.c 		kfree(bo->validated_shader);
validated_shader  175 drivers/gpu/drm/vc4/vc4_bo.c 		bo->validated_shader = NULL;
validated_shader  565 drivers/gpu/drm/vc4/vc4_bo.c 	if (bo->validated_shader) {
validated_shader  566 drivers/gpu/drm/vc4/vc4_bo.c 		kfree(bo->validated_shader->uniform_addr_offsets);
validated_shader  567 drivers/gpu/drm/vc4/vc4_bo.c 		kfree(bo->validated_shader->texture_samples);
validated_shader  568 drivers/gpu/drm/vc4/vc4_bo.c 		kfree(bo->validated_shader);
validated_shader  569 drivers/gpu/drm/vc4/vc4_bo.c 		bo->validated_shader = NULL;
validated_shader  664 drivers/gpu/drm/vc4/vc4_bo.c 	if (bo->validated_shader) {
validated_shader  717 drivers/gpu/drm/vc4/vc4_bo.c 	if (bo->validated_shader && (vma->vm_flags & VM_WRITE)) {
validated_shader  762 drivers/gpu/drm/vc4/vc4_bo.c 	if (bo->validated_shader && (vma->vm_flags & VM_WRITE)) {
validated_shader  774 drivers/gpu/drm/vc4/vc4_bo.c 	if (bo->validated_shader) {
validated_shader  909 drivers/gpu/drm/vc4/vc4_bo.c 	bo->validated_shader = vc4_validate_shader(&bo->base);
validated_shader  910 drivers/gpu/drm/vc4/vc4_bo.c 	if (!bo->validated_shader) {
validated_shader  265 drivers/gpu/drm/vc4/vc4_drv.h 	struct vc4_validated_shader_info *validated_shader;
validated_shader  119 drivers/gpu/drm/vc4/vc4_validate.c 	if (bo->validated_shader) {
validated_shader  812 drivers/gpu/drm/vc4/vc4_validate.c 	    to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) {
validated_shader  817 drivers/gpu/drm/vc4/vc4_validate.c 	if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded ||
validated_shader  818 drivers/gpu/drm/vc4/vc4_validate.c 	    to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) {
validated_shader  824 drivers/gpu/drm/vc4/vc4_validate.c 		struct vc4_validated_shader_info *validated_shader;
validated_shader  839 drivers/gpu/drm/vc4/vc4_validate.c 		validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader;
validated_shader  840 drivers/gpu/drm/vc4/vc4_validate.c 		if (!validated_shader)
validated_shader  843 drivers/gpu/drm/vc4/vc4_validate.c 		if (validated_shader->uniforms_src_size >
validated_shader  851 drivers/gpu/drm/vc4/vc4_validate.c 				  validated_shader->num_texture_samples);
validated_shader  854 drivers/gpu/drm/vc4/vc4_validate.c 		       validated_shader->uniforms_size);
validated_shader  857 drivers/gpu/drm/vc4/vc4_validate.c 		     tex < validated_shader->num_texture_samples;
validated_shader  861 drivers/gpu/drm/vc4/vc4_validate.c 				       &validated_shader->texture_samples[tex],
validated_shader  873 drivers/gpu/drm/vc4/vc4_validate.c 		     uni < validated_shader->num_uniform_addr_offsets;
validated_shader  875 drivers/gpu/drm/vc4/vc4_validate.c 			uint32_t o = validated_shader->uniform_addr_offsets[uni];
validated_shader  881 drivers/gpu/drm/vc4/vc4_validate.c 		exec->uniforms_u += validated_shader->uniforms_src_size;
validated_shader  882 drivers/gpu/drm/vc4/vc4_validate.c 		exec->uniforms_v += validated_shader->uniforms_size;
validated_shader  883 drivers/gpu/drm/vc4/vc4_validate.c 		exec->uniforms_p += validated_shader->uniforms_size;
validated_shader  155 drivers/gpu/drm/vc4/vc4_validate_shaders.c record_texture_sample(struct vc4_validated_shader_info *validated_shader,
validated_shader  159 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	uint32_t s = validated_shader->num_texture_samples;
validated_shader  163 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	temp_samples = krealloc(validated_shader->texture_samples,
validated_shader  173 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader->num_texture_samples = s + 1;
validated_shader  174 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader->texture_samples = temp_samples;
validated_shader  183 drivers/gpu/drm/vc4/vc4_validate_shaders.c check_tmu_write(struct vc4_validated_shader_info *validated_shader,
validated_shader  261 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		validated_shader->uniforms_size;
validated_shader  272 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		validated_shader->uniforms_size += 4;
validated_shader  276 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		if (!record_texture_sample(validated_shader,
validated_shader  287 drivers/gpu/drm/vc4/vc4_validate_shaders.c static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
validated_shader  289 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	uint32_t o = validated_shader->num_uniform_addr_offsets;
validated_shader  290 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	uint32_t num_uniforms = validated_shader->uniforms_size / 4;
validated_shader  292 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader->uniform_addr_offsets =
validated_shader  293 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		krealloc(validated_shader->uniform_addr_offsets,
validated_shader  295 drivers/gpu/drm/vc4/vc4_validate_shaders.c 			 sizeof(*validated_shader->uniform_addr_offsets),
validated_shader  297 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	if (!validated_shader->uniform_addr_offsets)
validated_shader  300 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader->uniform_addr_offsets[o] = num_uniforms;
validated_shader  301 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader->num_uniform_addr_offsets++;
validated_shader  307 drivers/gpu/drm/vc4/vc4_validate_shaders.c validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
validated_shader  319 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	u32 expected_offset = validated_shader->uniforms_size + 4;
validated_shader  382 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	return require_uniform_address_uniform(validated_shader);
validated_shader  386 drivers/gpu/drm/vc4/vc4_validate_shaders.c check_reg_write(struct vc4_validated_shader_info *validated_shader,
validated_shader  425 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		return validate_uniform_address_write(validated_shader,
validated_shader  445 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		return check_tmu_write(validated_shader, validation_state,
validated_shader  478 drivers/gpu/drm/vc4/vc4_validate_shaders.c track_live_clamps(struct vc4_validated_shader_info *validated_shader,
validated_shader  548 drivers/gpu/drm/vc4/vc4_validate_shaders.c 			validated_shader->uniforms_size;
validated_shader  553 drivers/gpu/drm/vc4/vc4_validate_shaders.c check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
validated_shader  566 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	ok = (check_reg_write(validated_shader, validation_state, false) &&
validated_shader  567 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	      check_reg_write(validated_shader, validation_state, true));
validated_shader  569 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	track_live_clamps(validated_shader, validation_state);
validated_shader  576 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	     struct vc4_validated_shader_info *validated_shader,
validated_shader  600 drivers/gpu/drm/vc4/vc4_validate_shaders.c check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
validated_shader  614 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		validated_shader->uniforms_size += 4;
validated_shader  785 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	struct vc4_validated_shader_info *validated_shader = NULL;
validated_shader  800 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
validated_shader  801 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	if (!validated_shader)
validated_shader  838 drivers/gpu/drm/vc4/vc4_validate_shaders.c 			if (!check_instruction_writes(validated_shader,
validated_shader  844 drivers/gpu/drm/vc4/vc4_validate_shaders.c 			if (!check_instruction_reads(validated_shader,
validated_shader  855 drivers/gpu/drm/vc4/vc4_validate_shaders.c 				validated_shader->is_threaded = true;
validated_shader  868 drivers/gpu/drm/vc4/vc4_validate_shaders.c 			if (!check_instruction_writes(validated_shader,
validated_shader  876 drivers/gpu/drm/vc4/vc4_validate_shaders.c 			if (!check_branch(inst, validated_shader,
validated_shader  908 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	if (validated_shader->is_threaded &&
validated_shader  925 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		if (!require_uniform_address_uniform(validated_shader))
validated_shader  927 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		validated_shader->uniforms_size += 4;
validated_shader  934 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	validated_shader->uniforms_src_size =
validated_shader  935 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		(validated_shader->uniforms_size +
validated_shader  936 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		 4 * validated_shader->num_texture_samples);
validated_shader  940 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	return validated_shader;
validated_shader  944 drivers/gpu/drm/vc4/vc4_validate_shaders.c 	if (validated_shader) {
validated_shader  945 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		kfree(validated_shader->uniform_addr_offsets);
validated_shader  946 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		kfree(validated_shader->texture_samples);
validated_shader  947 drivers/gpu/drm/vc4/vc4_validate_shaders.c 		kfree(validated_shader);