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  /external/chromium_org/third_party/angle/src/libGLESv2/
Uniform.cpp 8 #include "libGLESv2/Uniform.h"
15 Uniform::Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize)
28 Uniform::~Uniform()
33 bool Uniform::isArray() const
38 unsigned int Uniform::elementCount() const
Uniform.h 21 // Helper struct representing a single shader uniform
22 struct Uniform
24 Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize);
26 ~Uniform();
44 typedef std::vector<Uniform*> UniformArray;
  /external/chromium_org/third_party/angle/src/compiler/
Uniform.cpp 7 #include "compiler/Uniform.h"
12 Uniform::Uniform(GLenum type, GLenum precision, const char *name, int arraySize, int registerIndex)
Uniform.h 19 struct Uniform
21 Uniform(GLenum type, GLenum precision, const char *name, int arraySize, int registerIndex);
31 typedef std::vector<Uniform> ActiveUniforms;
  /external/chromium_org/third_party/leveldatabase/src/util/
random.h 48 uint32_t Uniform(int n) { return Next() % n; }
58 return Uniform(1 << Uniform(max_log + 1));
testutil.cc 15 (*dst)[i] = static_cast<char>(' ' + rnd->Uniform(95)); // ' ' .. '~'
28 result += kTestChars[rnd->Uniform(sizeof(kTestChars))];
arena_test.cc 29 s = rnd.OneIn(4000) ? rnd.Uniform(6000) :
30 (rnd.OneIn(10) ? rnd.Uniform(100) : rnd.Uniform(20));
  /external/chromium_org/third_party/re2/util/
random.h 19 int32 Uniform(int32);
random.cc 30 int32 ACMRandom::Uniform(int32 n) {
  /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
    [all...]
  /external/chromium_org/third_party/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/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/chromium_org/third_party/skia/src/gpu/gl/
GrGLUniformManager.cpp 24 Uniform& uni = fUniforms.push_back();
34 const Uniform& uni = fUniforms[u.toUniformIndex()];
37 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
50 const Uniform& uni = fUniforms[u.toUniformIndex()];
65 const Uniform& uni = fUniforms[u.toUniformIndex()];
70 // Once the uniform manager is responsible for inserting the duplicate uniform
82 const Uniform& uni = fUniforms[u.toUniformIndex()];
97 const Uniform& uni = fUniforms[u.toUniformIndex()];
111 const Uniform& uni = fUniforms[u.toUniformIndex()]
    [all...]
GrGLUniformManager.h 24 // Opaque handle to a uniform
53 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
54 * array of uniforms. arrayCount must be <= the array count of the uniform.
66 // arrayCount matrices into a uniform array.
72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
106 struct Uniform {
114 SkTArray<Uniform, true> fUniforms;
  /external/skia/src/gpu/gl/
GrGLUniformManager.cpp 24 Uniform& uni = fUniforms.push_back();
34 const Uniform& uni = fUniforms[u.toUniformIndex()];
37 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
50 const Uniform& uni = fUniforms[u.toUniformIndex()];
65 const Uniform& uni = fUniforms[u.toUniformIndex()];
70 // Once the uniform manager is responsible for inserting the duplicate uniform
82 const Uniform& uni = fUniforms[u.toUniformIndex()];
97 const Uniform& uni = fUniforms[u.toUniformIndex()];
111 const Uniform& uni = fUniforms[u.toUniformIndex()]
    [all...]
GrGLUniformManager.h 24 // Opaque handle to a uniform
53 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
54 * array of uniforms. arrayCount must be <= the array count of the uniform.
66 // arrayCount matrices into a uniform array.
72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
106 struct Uniform {
114 SkTArray<Uniform, true> fUniforms;
  /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);
    [all...]
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")
    [all...]
  /external/chromium_org/third_party/tcmalloc/chromium/src/tests/
addressmap_unittest.cc 52 size_t Uniform(size_t max_size) {
85 size_t s = rnd.Uniform(kMaxRealSize);
103 int offs = rnd.Uniform(ptrs_and_sizes[i].size);
129 int offs = rnd.Uniform(ptrs_and_sizes[i].size);
141 int offs = rnd.Uniform(ptrs_and_sizes[i].size);
  /external/chromium_org/third_party/tcmalloc/vendor/src/tests/
addressmap_unittest.cc 52 size_t Uniform(size_t max_size) {
85 size_t s = rnd.Uniform(kMaxRealSize);
103 int offs = rnd.Uniform(ptrs_and_sizes[i].size);
129 int offs = rnd.Uniform(ptrs_and_sizes[i].size);
141 int offs = rnd.Uniform(ptrs_and_sizes[i].size);

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