Lines Matching refs:aperture
57 * - New texture pool (optional, more is always better. aperture allocation
62 * that much aperture. If not, the individual allocations will be
63 * automatically sized, and will be fit within the maximum aperture size.
309 /* Resets the state of the aperture allocator, freeing all memory that had
403 * aperture for GEM buffer object mapping. This is only needed for UXA
412 /* Take over all of the graphics aperture minus enough to for
433 /* Create the aperture allocation */
576 /* Allocate aperture space for the given size and alignment, and returns the
621 * helps avoid aperture fragmentation from our physical
915 "%s0x%08lx: end of aperture\n",
1704 struct drm_i915_gem_get_aperture aperture;
1713 ret = ioctl(pI830->drmSubFD, DRM_IOCTL_I915_GEM_GET_APERTURE, &aperture);
1716 * the aperture, but then leave slop to account for alignment like
1719 pI830->max_gtt_map_size = aperture.aper_available_size * 3 / 4 / 2;