Searched refs:shaders_ready (Results 1 – 2 of 2) sorted by relevance
763 u64 shaders_ready = kbase_pm_get_ready_cores(kbdev, KBASE_PM_CORE_SHADER); in kbase_pm_mcu_update_state() local768 shaders_trans &= ~shaders_ready; in kbase_pm_mcu_update_state()823 shaders_ready == backend->shaders_avail) { in kbase_pm_mcu_update_state()826 false, true, shaders_ready); in kbase_pm_mcu_update_state()828 backend->pm_shaders_core_mask = shaders_ready; in kbase_pm_mcu_update_state()860 if (backend->shaders_desired_mask != shaders_ready) { in kbase_pm_mcu_update_state()891 } else if (backend->shaders_desired_mask & ~shaders_ready) { in kbase_pm_mcu_update_state()896 (backend->shaders_desired_mask | shaders_ready); in kbase_pm_mcu_update_state()899 backend->shaders_avail & ~shaders_ready, in kbase_pm_mcu_update_state()904 } else if (~backend->shaders_desired_mask & shaders_ready) { in kbase_pm_mcu_update_state()[all …]
89 u64 shaders_ready = in kbase_job_write_affinity() local92 WARN_ON(!(shaders_ready & kbdev->pm.backend.shaders_avail)); in kbase_job_write_affinity()