HomeSort by relevance Sort by last modified time
    Searched refs:depth (Results 326 - 350 of 2176) sorted by null

<<11121314151617181920>>

  /external/chromium_org/chrome/common/extensions/docs/examples/extensions/benchmark/
script.js 16 // Compute max/min/avg dom tree depth.
19 var minDepth = 1024; // A random large number, the depth of a
42 //The avg is the depth of each node divided by the num of nodes.
  /external/chromium_org/chrome_frame/test/
exception_barrier_unittest.cc 211 void RecurseAndCrash(int depth) {
214 if (0 == depth)
217 RecurseAndCrash(depth - 1);
270 void RecurseAndCrashOverBarrier(int depth, bool crash) {
273 if (0 == depth) {
277 RecurseAndCrashOverBarrier(depth - 1, crash);
  /external/chromium_org/third_party/WebKit/Source/core/xml/
XPathNodeSet.cpp 41 static inline Node* parentWithDepth(unsigned depth, const Vector<Node*>& parents)
43 ASSERT(parents.size() >= depth + 1);
44 return parents[parents.size() - 1 - depth];
52 unsigned depth = parentMatrix[i].size() - 1; local
53 if (minDepth > depth)
54 minDepth = depth;
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/util/
u_blitter.h 58 * \param depth A depth which the rectangle is rendered at.
78 float depth,
89 void *saved_dsa_state; /**< depth stencil alpha state */
137 float depth,
157 * - depth stencil alpha state
166 double depth, unsigned stencil);
194 * - depth stencil alpha state
273 * - depth stencil alpha state
284 * Clear a region of a depth-stencil surface, both stencil and dept
    [all...]
u_simple_shaders.c 174 * a texture and writes it as depth.
184 struct ureg_dst out, depth; local
201 depth = ureg_DECL_output( ureg,
210 ureg_writemask(depth, TGSI_WRITEMASK_Z),
220 * and writes it as depth and stencil, respectively.
230 struct ureg_dst out, depth, stencil; local
248 depth = ureg_DECL_output( ureg,
261 ureg_writemask(depth, TGSI_WRITEMASK_Z),
418 * Make a fragment shader that sets the output depth to a depth valu
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv30/
nv30_clear.c 44 pack_zeta(enum pipe_format format, double depth, unsigned stencil)
46 uint32_t zuint = (uint32_t)(depth * 4294967295.0);
54 const union pipe_color_union *color, double depth, unsigned stencil)
73 zeta = pack_zeta(fb->zsbuf->format, depth, stencil);
157 unsigned buffers, double depth, unsigned stencil,
213 PUSH_DATA (push, pack_zeta(ps->format, depth, stencil));
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/clover/core/
memory.cpp 119 size_t width, size_t height, size_t depth,
123 __format(*format), __width(width), __height(height), __depth(depth),
159 image::depth() const { function in class:image
188 size_t width, size_t height, size_t depth,
191 image(ctx, flags, format, width, height, depth,
192 row_pitch, slice_pitch, depth * slice_pitch,
  /external/chromium_org/third_party/mesa/src/src/glx/
indirect_texture_compression.c 222 GLsizei depth, GLint border,
240 __GLX_PUT_LONG(24, depth);
256 __GLX_PUT_LONG(28, depth);
296 GLsizei height, GLsizei depth,
318 __GLX_PUT_LONG(32, depth);
336 __GLX_PUT_LONG(36, depth);
  /external/chromium_org/third_party/openssl/openssl/crypto/x509/
x509_vpm.c 80 param->depth = -1;
174 x509_verify_param_copy(depth, -1);
249 void X509_VERIFY_PARAM_set_depth(X509_VERIFY_PARAM *param, int depth)
251 param->depth = depth;
311 return param->depth;
328 100, /* depth */
338 -1, /* depth */
348 -1, /* depth */
358 -1, /* depth */
    [all...]
  /external/chromium_org/third_party/skia/src/core/
SkTSort.h 153 * When depth becomes zero, it switches over to Heap Sort.
155 * we already limit the stack depth by switching to heap sort,
158 * @param depth at this recursion depth, switch to Heap Sort.
163 template <typename T, typename C> void SkTIntroSort(int depth, T* left, T* right, C lessThan) {
170 if (depth == 0) {
174 --depth;
179 SkTIntroSort(depth, left, pivot - 1, lessThan);
195 // Limit Intro Sort recursion depth to no more than 2 * ceil(log2(n)).
196 int depth = 2 * SkNextLog2(SkToU32(right - left)) local
    [all...]
  /external/chromium_org/ui/views/controls/tree/
tree_view.h 200 // is how many pixels each child is indented and |depth| is the depth of
202 int GetMaxWidth(int indent, int depth);
240 // Depth of the root node.
266 // the row |*row|. |row| is updated as this walks the tree. Depth is the depth
272 int depth,
279 int depth);
296 // know the row/depth.
297 gfx::Rect GetBoundsForNodeImpl(InternalNode* node, int row, int depth);
    [all...]
  /external/eigen/demos/opengl/
camera.cpp 246 Vector3f Camera::unProject(const Vector2f& uv, float depth) const
249 return unProject(uv, depth, inv);
252 Vector3f Camera::unProject(const Vector2f& uv, float depth, const Matrix4f& invModelview) const
258 a.x() *= depth/mProjectionMatrix(0,0);
259 a.y() *= depth/mProjectionMatrix(1,1);
260 a.z() = -depth;
  /external/mesa3d/src/gallium/auxiliary/util/
u_blitter.h 58 * \param depth A depth which the rectangle is rendered at.
78 float depth,
89 void *saved_dsa_state; /**< depth stencil alpha state */
137 float depth,
157 * - depth stencil alpha state
166 double depth, unsigned stencil);
194 * - depth stencil alpha state
273 * - depth stencil alpha state
284 * Clear a region of a depth-stencil surface, both stencil and dept
    [all...]
u_simple_shaders.c 174 * a texture and writes it as depth.
184 struct ureg_dst out, depth; local
201 depth = ureg_DECL_output( ureg,
210 ureg_writemask(depth, TGSI_WRITEMASK_Z),
220 * and writes it as depth and stencil, respectively.
230 struct ureg_dst out, depth, stencil; local
248 depth = ureg_DECL_output( ureg,
261 ureg_writemask(depth, TGSI_WRITEMASK_Z),
418 * Make a fragment shader that sets the output depth to a depth valu
    [all...]
  /external/mesa3d/src/gallium/drivers/nv30/
nv30_clear.c 44 pack_zeta(enum pipe_format format, double depth, unsigned stencil)
46 uint32_t zuint = (uint32_t)(depth * 4294967295.0);
54 const union pipe_color_union *color, double depth, unsigned stencil)
73 zeta = pack_zeta(fb->zsbuf->format, depth, stencil);
157 unsigned buffers, double depth, unsigned stencil,
213 PUSH_DATA (push, pack_zeta(ps->format, depth, stencil));
  /external/mesa3d/src/gallium/state_trackers/clover/core/
memory.cpp 119 size_t width, size_t height, size_t depth,
123 __format(*format), __width(width), __height(height), __depth(depth),
159 image::depth() const { function in class:image
188 size_t width, size_t height, size_t depth,
191 image(ctx, flags, format, width, height, depth,
192 row_pitch, slice_pitch, depth * slice_pitch,
  /external/mesa3d/src/glx/
indirect_texture_compression.c 222 GLsizei depth, GLint border,
240 __GLX_PUT_LONG(24, depth);
256 __GLX_PUT_LONG(28, depth);
296 GLsizei height, GLsizei depth,
318 __GLX_PUT_LONG(32, depth);
336 __GLX_PUT_LONG(36, depth);
  /external/openssl/crypto/x509/
x509_vpm.c 80 param->depth = -1;
174 x509_verify_param_copy(depth, -1);
249 void X509_VERIFY_PARAM_set_depth(X509_VERIFY_PARAM *param, int depth)
251 param->depth = depth;
311 return param->depth;
328 100, /* depth */
338 -1, /* depth */
348 -1, /* depth */
358 -1, /* depth */
    [all...]
  /external/skia/src/core/
SkTSort.h 153 * When depth becomes zero, it switches over to Heap Sort.
155 * we already limit the stack depth by switching to heap sort,
158 * @param depth at this recursion depth, switch to Heap Sort.
163 template <typename T, typename C> void SkTIntroSort(int depth, T* left, T* right, C lessThan) {
170 if (depth == 0) {
174 --depth;
179 SkTIntroSort(depth, left, pivot - 1, lessThan);
195 // Limit Intro Sort recursion depth to no more than 2 * ceil(log2(n)).
196 int depth = 2 * SkNextLog2(SkToU32(right - left)) local
    [all...]
  /frameworks/wilhelm/src/itf/
I3DMacroscopic.c 23 SLmillimeter width, SLmillimeter height, SLmillimeter depth)
29 (0 <= depth) && (depth <= SL_MILLIMETER_MAX))) {
36 thiz->mSize.mDepth = depth;
57 SLmillimeter depth = thiz->mSize.mDepth; local
61 *pDepth = depth;
  /libcore/dalvik/src/main/java/dalvik/system/profiler/
SamplingProfiler.java 38 * SamplingProfiler}. It samples the current thread's stack to a depth
86 private final int depth; field in class:SamplingProfiler
128 * expected to be {@link #depth depth} or less in length.
134 * specified depth from the threads specified by the specified
137 * @param depth The maximum stack depth to retain for each sample
139 * than this will be truncated to this depth. A good starting
143 * depth, simply passing in a value for Integer.MAX_VALUE is not
155 public SamplingProfiler(int depth, ThreadSet threadSet)
    [all...]
  /prebuilts/python/darwin-x86/2.7.5/lib/python2.7/test/
test_pep352.py 60 depth = exc_line.rindex('-')
61 exc_name = exc_line[depth+2:] # Slice past space
76 if last_depth < depth:
78 elif last_depth > depth:
79 while superclasses[-1][0] >= depth:
91 last_depth = depth
  /prebuilts/python/linux-x86/2.7.5/lib/python2.7/test/
test_pep352.py 60 depth = exc_line.rindex('-')
61 exc_name = exc_line[depth+2:] # Slice past space
76 if last_depth < depth:
78 elif last_depth > depth:
79 while superclasses[-1][0] >= depth:
91 last_depth = depth
  /external/bison/lib/glthread/
lock.c 401 lock->depth = 0;
418 if (++(lock->depth) == 0) /* wraparound? */
420 lock->depth--;
431 if (lock->depth == 0)
433 if (--(lock->depth) == 0)
540 lock->depth = 0;
557 if (++(lock->depth) == 0) /* wraparound? */
559 lock->depth--;
570 if (lock->depth == 0)
572 if (--(lock->depth) == 0
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/state_tracker/
st_cb_fbo.c 460 * passed to the pipe as a (color/depth) render target.
549 * Check if two renderbuffer attachments name a combined depth/stencil
553 st_is_depth_stencil_combined(const struct gl_renderbuffer_attachment *depth,
556 assert(depth && stencil);
558 if (depth->Type == stencil->Type) {
559 if (depth->Type == GL_RENDERBUFFER_EXT &&
560 depth->Renderbuffer == stencil->Renderbuffer)
563 if (depth->Type == GL_TEXTURE &&
564 depth->Texture == stencil->Texture)
583 const struct gl_renderbuffer_attachment *depth local
    [all...]

Completed in 603 milliseconds

<<11121314151617181920>>