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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
Completed in 1578 milliseconds
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