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    Searched refs:Uniform (Results 1 - 16 of 16) sorted by null

  /external/regex-re2/util/
random.h 19 int32 Uniform(int32);
random.cc 30 int32 ACMRandom::Uniform(int32 n) {
  /external/ceres-solver/internal/ceres/
random.h 45 inline int Uniform(int n) {
  /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
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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=");
  /external/regex-re2/re2/testing/
string_generator.cc 68 int len = acm_->Uniform(maxlen_+1);
71 digits_[i] = acm_->Uniform(alphabet_.size());
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())]);
  /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;
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)]
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  /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);
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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")
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  /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;
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
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  /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
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  /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
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