/src/sys/external/bsd/drm2/dist/drm/nouveau/include/nvkm/subdev/bios/ |
perf.h | 14 u32 shader; member in struct:nvbios_perfE
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/src/sys/external/bsd/drm2/dist/drm/amd/amdkfd/ |
cwsr_trap_handler_gfx8.asm | 150 /* Shader Main*/ 152 shader main label 183 s_cbranch_scc1 L_EXCP_CASE // Exception, jump back to the shader program directly. 667 // s_rfe_b64 s_restore_pc_lo //Return to the main shader program and resume execution
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cwsr_trap_handler_gfx9.asm | 165 /* Shader Main*/ 167 shader main label 263 s_cbranch_scc1 L_EXCP_CASE // Exception, jump back to the shader program directly. 912 // s_rfe_b64 s_restore_pc_lo //Return to the main shader program and resume execution
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cwsr_trap_handler_gfx10.asm | 149 shader main label 204 s_cbranch_scc1 L_EXCP_CASE // Exception, jump back to the shader program directly. 883 s_rfe_b64 s_restore_pc_lo //Return to the main shader program and resume execution
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/src/sys/external/bsd/drm2/dist/drm/nouveau/nvkm/subdev/clk/ |
nouveau_nvkm_subdev_clk_mcp77.c | 211 const int shader = cstate->domain[nv_clk_src_shader]; local in function:mcp77_clk_calc 223 /* Calculate clock * 2, so shader clock can use it too */ 247 if (shader == nvkm_clk_read(&clk->base, nv_clk_src_href)) { 250 clock = calc_pll(clk, 0x4020, shader, &N, &M, &P1); 252 out = calc_P((core << 1), shader, &divs); 254 if (abs(shader - out) <= 255 abs(shader - clock) && 289 nvkm_debug(subdev, "shader: hrefm4\n"); 291 nvkm_debug(subdev, "shader: nvpll\n"); 293 nvkm_debug(subdev, "shader: spll\n") [all...] |
nouveau_nvkm_subdev_clk_nv50.c | 379 const int shader = cstate->domain[nv_clk_src_shader]; local in function:nv50_clk_calc 455 /* core/shader: disconnect nvclk/sclk from their PLLs (nvclk to dom6, 472 /* shader: tie to nvclk if possible, otherwise use spll. have to be 473 * very careful that the shader clock is at least twice the core, or 478 if (P1-- && shader == (core << 1)) { 482 freq = calc_pll(clk, 0x4020, shader, &N, &M, &P1); 556 { nv_clk_src_shader , 0xff, 0, "shader", 1000 },
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/src/sys/external/bsd/drm2/dist/drm/vmwgfx/ |
vmwgfx_binding.h | 92 * struct vmw_ctx_bindinfo_shader - Shader binding metadata 176 * struct vmw_dx_shader_bindings - per shader type context binding state 178 * @shader: The shader binding for this shader type 179 * @const_buffer: Const buffer bindings for this shader type. 180 * @shader_res: Shader resource view bindings for this shader type. 181 * @dirty_sr: Bitmap tracking individual shader resource bindings changes 187 struct vmw_ctx_bindinfo_shader shader; member in struct:vmw_dx_shader_bindings [all...] |
vmwgfx_shader.c | 49 struct vmw_shader shader; member in struct:vmw_user_shader 134 * Shader management: 174 struct vmw_shader *shader = vmw_res_to_shader(res); local in function:vmw_gb_shader_init 193 shader->size = size; 194 shader->type = type; 195 shader->num_input_sig = num_input_sig; 196 shader->num_output_sig = num_output_sig; 203 * GB shader code: 209 struct vmw_shader *shader = vmw_res_to_shader(res); local in function:vmw_gb_shader_create 221 DRM_ERROR("Failed to allocate a shader id.\n") 364 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); local in function:vmw_dx_shader_commit_notify 392 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); local in function:vmw_dx_shader_unscrub 430 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); local in function:vmw_dx_shader_create 478 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); local in function:vmw_dx_shader_scrub 576 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); local in function:vmw_dx_shader_res_free 599 struct vmw_dx_shader *shader; local in function:vmw_dx_shader_add 686 struct vmw_shader *shader = vmw_res_to_shader(res); local in function:vmw_shader_free 799 struct vmw_shader *shader; local in function:vmw_shader_alloc [all...] |