Searched refs:shaders_avail (Results 1 – 5 of 5) sorted by relevance
642 backend->shaders_avail != backend->shaders_desired_mask; in kbase_pm_handle_mcu_core_attr_update()797 backend->shaders_avail = in kbase_pm_mcu_update_state()802 backend->shaders_avail, ACTION_PWRON); in kbase_pm_mcu_update_state()823 shaders_ready == backend->shaders_avail) { in kbase_pm_mcu_update_state()895 backend->shaders_avail = in kbase_pm_mcu_update_state()899 backend->shaders_avail & ~shaders_ready, in kbase_pm_mcu_update_state()934 backend->shaders_avail = backend->shaders_desired_mask; in kbase_pm_mcu_update_state()941 if (!shaders_trans && shaders_ready == backend->shaders_avail) { in kbase_pm_mcu_update_state()950 backend->shaders_avail = backend->shaders_desired_mask; in kbase_pm_mcu_update_state()1765 backend->shaders_avail =[all …]
455 u64 shaders_avail; member
64 affinity = kbdev->pm.backend.shaders_avail & in kbase_job_write_affinity()78 affinity = kbdev->pm.backend.shaders_avail & in kbase_job_write_affinity()92 WARN_ON(!(shaders_ready & kbdev->pm.backend.shaders_avail)); in kbase_job_write_affinity()95 affinity = kbdev->pm.backend.shaders_avail; in kbase_job_write_affinity()
743 kbdev->pm.backend.shaders_avail = kbase_pm_ca_get_core_mask(kbdev); in kbase_hwaccess_pm_powerup()
2440 kbdev->pm.backend.shaders_avail); in core_mask_show()