to_vc4_bo
struct vc4_bo *bo = to_vc4_bo(gem_obj);
struct vc4_bo *bo = to_vc4_bo(obj);
bo = to_vc4_bo(&dma_obj->base);
struct vc4_bo *bo = to_vc4_bo(gem_bo);
struct vc4_bo *bo = to_vc4_bo(obj);
struct vc4_bo *bo = to_vc4_bo(obj);
struct vc4_bo *bo = to_vc4_bo(obj);
bo = to_vc4_bo(gem_obj);
bo = to_vc4_bo(gem_obj);
struct vc4_bo *bo = to_vc4_bo(&dma_bo->base);
bo = to_vc4_bo(&dma_bo->base);
struct vc4_bo *vc4_bo = to_vc4_bo(kernel_state->bo[i]);
bo = to_vc4_bo(gem_obj);
bo = to_vc4_bo(exec[i]->bo[j]);
struct vc4_bo *bo = to_vc4_bo(kernel_state->bo[i]);
bo = to_vc4_bo(exec->bo[i]);
bo = to_vc4_bo(&exec->rcl_write_bo[i]->base);
ret = vc4_bo_inc_usecnt(to_vc4_bo(exec->bo[i]));
vc4_bo_dec_usecnt(to_vc4_bo(exec->bo[i]));
list_add_tail(&to_vc4_bo(&exec->exec_bo->base)->unref_head,
struct vc4_bo *bo = to_vc4_bo(exec->bo[i]);
bo = to_vc4_bo(gem_obj);
bo = to_vc4_bo(&drm_fb_dma_get_gem_obj(state->fb, 0)->base);
bo = to_vc4_bo(&drm_fb_dma_get_gem_obj(state->fb, 0)->base);
list_add_tail(&to_vc4_bo(&setup->rcl->base)->unref_head,
bo = to_vc4_bo(&obj->base);
to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) {
if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded ||
to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) {
validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader;