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  /external/llvm/lib/Target/AArch64/MCTargetDesc/
AArch64ELFStreamer.cpp 68 // We have to keep track of the mapping symbol state of any sections we
  /external/llvm/lib/Target/Mips/
MipsISelDAGToDAG.h 47 /// Keep a pointer to the MipsSubtarget around so that we can make the right
MipsModuleISelDAGToDAG.h 55 /// Keep a pointer to the MipsSubtarget around so that we can make the right
  /external/llvm/lib/Target/NVPTX/
NVPTXRegisterInfo.td 32 // We use virtual registers, but define a few physical registers here to keep
  /external/llvm/lib/Transforms/Instrumentation/
EdgeProfiling.cpp 69 // Keep track of which blocks need to be instrumented. We don't want to
  /external/llvm/lib/Transforms/Scalar/
BasicBlockPlacement.cpp 122 // Keep placing successors until we run out of ones to place. Note that this
  /external/llvm/lib/Transforms/Utils/
DemoteRegToStack.cpp 54 // keep track of and reuse loads we insert.
  /external/llvm/test/Transforms/InstCombine/
div.ll 21 ; => 0, don't need to keep traps
  /external/llvm/tools/lli/
RecordingMemoryManager.cpp 61 // FIXME: This is part of a work around to keep sections near one another
  /external/llvm/tools/llvm-as/
llvm-as.cpp 83 Out->keep();
  /external/llvm/tools/llvm-dis/
llvm-dis.cpp 187 Out->keep();
  /external/llvm/tools/llvm-link/
llvm-link.cpp 127 Out.keep();
  /external/llvm/utils/TableGen/
SequenceToOffsetTable.h 48 // Keep sequences ordered according to SeqLess so suffixes are easy to find.
  /external/markdown/markdown/extensions/
toc.py 47 # To keep the output from screwing up the
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_llvm_sample.c 130 * This complexity is the price we have to pay to keep the texture
draw_pipe_unfilled.c 130 * We currently keep the vertex edgeflag and primitive edgeflag mask
draw_vertex.h 84 /* Keep this small and at the end of the struct to allow quick
  /external/mesa3d/src/gallium/auxiliary/pipebuffer/
pb_bufmgr.h 41 * - the pool buffer manager, which keep around a pool of equally sized buffers
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_tex_sample.c 135 * This complexity is the price we have to pay to keep the texture
  /external/mesa3d/src/gallium/drivers/nvc0/
nvc0_context.h 34 /* NOTE: must keep NVC0_NEW_...PROG in consecutive bits in this order */
  /external/mesa3d/src/glx/
applegl_glx.c 79 /* If we have a new context, keep this one around and remove it during bind. */
  /external/mesa3d/src/mesa/drivers/dri/common/
dri_util.h 50 * platforms without DRM, so keep the structs opaque to DRM.
  /external/mesa3d/src/mesa/main/
querymatrix.c 32 * The implementations are not required to keep track of overflows. In
  /external/mesa3d/src/mesa/state_tracker/
st_atom_constbuf.c 75 /* We always need to get a new buffer, to keep the drivers simple and
  /external/mesa3d/src/mesa/vbo/
vbo_save.h 70 * Keep this in regular (non-VBO) memory to avoid repeated

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