/external/regex-re2/util/ |
random.h | 19 int32 Uniform(int32);
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random.cc | 30 int32 ACMRandom::Uniform(int32 n) {
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/external/ceres-solver/internal/ceres/ |
random.h | 45 inline int Uniform(int n) {
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/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
Shader.java | 63 * Maps uniform name to the uniform variable.
65 // private HashMap<String, Uniform> uniforms;
66 private ListMap<String, Uniform> uniforms;
220 // uniforms = new HashMap<String, Uniform>();
221 uniforms = new ListMap<String, Uniform>();
235 //uniforms = new ListMap<String, Uniform>();
259 HashMap<String, Uniform> uniMap = (HashMap<String, Uniform>) ic.readStringSavableMap("uniforms", null);
260 uniforms = new ListMap<String, Uniform>(uniMap); 322 Uniform uniform = uniforms.get(name); local [all...] |
Uniform.java | 44 public class Uniform extends ShaderVariable { 51 * Currently set value of the uniform. 57 * Type of uniform 62 * Binding to a renderer value, or null if user-defined uniform 165 sb.append("Uniform[name=");
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/external/regex-re2/re2/testing/ |
string_generator.cc | 68 int len = acm_->Uniform(maxlen_+1); 71 digits_[i] = acm_->Uniform(alphabet_.size());
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regexp_generator.cc | 141 if (nstk == 1 && acm_->Uniform(maxatoms_ + 1 - atoms) == 0) { 153 if (ops < maxops_ && acm_->Uniform(2) == 0) { 154 const string& fmt = ops_[acm_->Uniform(ops_.size())]; 167 if (atoms < maxatoms_ && acm_->Uniform(2) == 0) { 168 post->push_back(atoms_[acm_->Uniform(atoms_.size())]);
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/external/skia/src/gpu/gl/ |
GrGLUniformManager.h | 24 // Opaque handle to a uniform 32 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 33 * array of uniforms. offset + arrayCount must be <= the array count of the uniform. 45 // arrayCount matrices into a uniform array. 51 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform 73 struct Uniform { 80 SkTArray<Uniform, true> fUniforms;
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GrGLUniformManager.cpp | 19 Uniform& uni = fUniforms.push_back(); 29 const Uniform& uni = fUniforms[handle_to_index(u)]; 32 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not 45 const Uniform& uni = fUniforms[handle_to_index(u)]; 61 const Uniform& uni = fUniforms[handle_to_index(u)]; 66 // Once the uniform manager is responsible for inserting the duplicate uniform 78 const Uniform& uni = fUniforms[handle_to_index(u)]; 94 const Uniform& uni = fUniforms[handle_to_index(u)]; 108 const Uniform& uni = fUniforms[handle_to_index(u)] [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
Technique.java | 51 private ArrayList<Uniform> worldBindUniforms; 67 this.worldBindUniforms = new ArrayList<Uniform>(); 107 public List<Uniform> getWorldBindUniforms() { 141 Uniform u = shader.getUniform(paramName); 224 // refresh the uniform links 231 Uniform uniform = shader.getUniform("g_" + binding.name()); local 232 uniform.setBinding(binding); 233 if (uniform != null) { 234 worldBindUniforms.add(uniform); [all...] |
Material.java | 48 import com.jme3.shader.Uniform; 630 * Uploads the lights in the light list as two uniform arrays.<br/><br/> 632 * <code>uniform vec4 g_LightColor[numLights];</code><br/> 637 * <code>uniform vec4 g_LightPosition[numLights];</code><br/> 649 Uniform lightColor = shader.getUniform("g_LightColor"); 650 Uniform lightPos = shader.getUniform("g_LightPosition"); 651 Uniform lightDir = shader.getUniform("g_LightDirection"); 656 Uniform ambientColor = shader.getUniform("g_AmbientLightColor"); 719 Uniform lightDir = shader.getUniform("g_LightDirection"); 720 Uniform lightColor = shader.getUniform("g_LightColor") [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
Program.h | 27 // Helper struct representing a single shader uniform 28 struct Uniform 30 Uniform(GLenum type, const std::string &name, unsigned int arraySize); 32 ~Uniform(); 46 // Struct used for correlating uniforms/elements of uniform arrays to handles 148 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name); 165 void getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS); 200 typedef std::vector<Uniform*> UniformArray;
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Program.cpp | 29 Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize) 38 Uniform::~Uniform() 276 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; 284 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION 296 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION 333 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; 341 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION 353 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATIO [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
RenderManager.java | 45 import com.jme3.shader.Uniform;
333 * Updates the given list of uniforms with {@link UniformBinding uniform bindings}
336 public void updateUniformBindings(List<Uniform> params) {
346 Uniform u = params.get(i);
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/external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/ |
OGLESShaderRenderer.java | 52 import com.jme3.shader.Uniform; 743 protected void updateUniformLocation(Shader shader, Uniform uniform) { 745 stringBuf.append(uniform.getName()).append('\0'); 748 logger.log(Level.INFO, "GLES20.glGetUniformLocation({0}, {1})", new Object[]{shader.getId(), uniform.getName()}); 750 int loc = GLES20.glGetUniformLocation(shader.getId(), uniform.getName()); 753 uniform.setLocation(-1); 754 // uniform is not declared in shader 756 logger.log(Level.WARNING, "Uniform [{0}] is not declared in shader.", uniform.getName()) 925 Uniform uniform = uniforms.getValue(i); local 936 Uniform uniform = uniforms.getValue(i); local [all...] |
/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/ |
LwjglRenderer.java | 50 import com.jme3.shader.Uniform;
760 protected void updateUniformLocation(Shader shader, Uniform uniform) {
762 stringBuf.append(uniform.getName()).append('\0');
766 uniform.setLocation(-1);
767 // uniform is not declared in shader
768 logger.log(Level.INFO, "Uniform {0} is not declared in shader {1}.", new Object[]{uniform.getName(), shader.getSources()});
770 uniform.setLocation(loc);
786 protected void updateUniform(Shader shader, Uniform uniform) { 890 Uniform uniform = uniforms.getValue(i); local 901 Uniform uniform = uniforms.getValue(i); local [all...] |