/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.
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/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);
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/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;
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/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));
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/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,
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/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);
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/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;
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/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));
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/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,
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/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);
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/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;
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/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
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/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
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/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...] |