/external/chromium_org/third_party/mesa/src/docs/ |
relnotes-7.5.html | 78 <li>Increased max number of generic GLSL varying variables to 16 (formerly 8). 79 <li>GLSL linker now detects when too many varying variables are used.
|
/external/deqp/doc/testspecs/GLES3/ |
functional.shaders.linkage.txt | 25 + Varying linking rules 34 + Varying arrays
|
/external/deqp/framework/randomshaders/ |
rsgVariable.cpp | 82 case Shader::TYPE_FRAGMENT: str << Token::VARYING << Token::MEDIUM_PRECISION; break; 103 str << Token::VARYING << Token::MEDIUM_PRECISION;
|
/external/mesa3d/docs/ |
relnotes-7.5.html | 78 <li>Increased max number of generic GLSL varying variables to 16 (formerly 8). 79 <li>GLSL linker now detects when too many varying variables are used.
|
/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 166 "varying vec2 v_texCoord; \n" 180 "varying vec2 v_texCoord; \n"
|
YVURenderer.cpp | 129 "varying vec2 v_texCoord;\n" 146 "varying vec2 v_texCoord;\n"
|
/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 166 "varying vec2 v_texCoord; \n" 180 "varying vec2 v_texCoord; \n"
|
YVURenderer.cpp | 129 "varying vec2 v_texCoord;\n" 146 "varying vec2 v_texCoord;\n"
|
/external/chromium_org/chrome/app/ |
framework.order | 13 # Not all symbols will appear in all build types. Varying optimizations may
|
/external/chromium_org/third_party/skia/src/gpu/effects/ |
GrSimpleTextureEffect.h | 20 * attribute coords at this time. It will add a varying to input interpolate texture coords to the
|
/external/deqp/modules/gles2/functional/ |
es2fShaderFragDataTests.cpp | 125 "varying mediump float v_index;\n" 126 "varying mediump vec4 v_color;\n" 135 "varying mediump vec4 v_color;\n" 136 "varying mediump float v_index;\n"
|
es2fShaderIndexingTests.cpp | 260 vtx << "varying ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; 306 frag << "varying ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; 385 vtx << "varying mediump vec4 v_color;\n"; 386 frag << "varying mediump vec4 v_color;\n"; 390 vtx << "varying mediump vec4 v_coords;\n"; 391 frag << "varying mediump vec4 v_coords;\n"; 495 vtx << "varying mediump vec4 v_color;\n"; 496 frag << "varying mediump vec4 v_color;\n"; 500 vtx << "varying mediump vec4 v_coords;\n"; 501 frag << "varying mediump vec4 v_coords;\n" [all...] |
/external/deqp/modules/gles2/scripts/ |
gen-keywords.py | 44 "attribute", "const", "uniform", "varying", "break", "continue", "do", "for", "while",
|
/external/skia/src/gpu/effects/ |
GrSimpleTextureEffect.h | 20 * attribute coords at this time. It will add a varying to input interpolate texture coords to the
|
/external/skia/src/gpu/gl/ |
GrGLShaderVar.h | 24 * Early versions of GLSL have Varying and Attribute; those are later 25 * deprecated, but we still need to know whether a Varying variable 340 return k110_GrGLSLGeneration == gen ? "varying" : "in"; 342 return k110_GrGLSLGeneration == gen ? "varying" : "out";
|
/frameworks/base/core/res/res/raw/ |
color_fade_frag.frag | 8 varying vec2 UV;
|
/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
BlendFilter.java | 35 "varying vec2 v_texcoord;\n" +
|
/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/ |
SobelFilter.java | 36 + "varying vec2 v_texcoord;\n" 51 + "varying vec2 v_texcoord;\n" 66 + "varying vec2 v_texcoord;\n" 77 + "varying vec2 v_texcoord;\n"
|
/frameworks/rs/java/tests/GenImages/src/com/android/rs/genimage/ |
GenImage.java | 102 "varying vec2 vTex0;" + 103 "varying vec2 vPos0;" + 114 "varying vec2 vTex0;" + 115 "varying vec2 vPos0;" +
|
/dalvik/dx/src/com/android/dx/ssa/ |
SCCP.java | 43 private static final int VARYING = 2; 61 * Worklist for SSA edges that represent varying values. It makes the 62 * algorithm much faster if you move all values to VARYING as fast as 114 if (latticeValue == VARYING) { 155 * VARYING x anything = VARYING 156 * CONSTANT x CONSTANT = CONSTANT if equal constants, VARYING otherwise 162 if (latticeValues[phiResultReg] == VARYING) { 185 phiResultValue = VARYING; 230 case VARYING: return "VARYING" [all...] |
/external/chromium_org/third_party/skia/src/gpu/gl/builders/ |
GrGLFullProgramBuilder.cpp | 88 SeparableVaryingInfo& varying = fSeparableVaryingInfos.push_back(); local 89 varying.fVariable = fFS.fInputs.back(); 193 // varying = matrix * coords (logically)
|
/external/dexmaker/src/dx/java/com/android/dx/ssa/ |
SCCP.java | 44 private static final int VARYING = 2; 62 * Worklist for SSA edges that represent varying values. It makes the 63 * algorithm much faster if you move all values to VARYING as fast as 115 if (latticeValue == VARYING) { 156 * VARYING x anything = VARYING 157 * CONSTANT x CONSTANT = CONSTANT if equal constants, VARYING otherwise 163 if (latticeValues[phiResultReg] == VARYING) { 186 phiResultValue = VARYING; 231 case VARYING: return "VARYING" [all...] |
/external/chromium_org/gpu/command_buffer/service/ |
gles2_cmd_copy_texture_chromium.cc | 60 varying TexCoordPrecision vec2 v_uv; 71 varying TexCoordPrecision vec2 v_uv; 83 varying TexCoordPrecision vec2 v_uv; 90 varying TexCoordPrecision vec2 v_uv; 98 varying TexCoordPrecision vec2 v_uv;
|
/external/chromium_org/third_party/skia/src/gpu/gl/ |
GrGLProgramDataManager.cpp | 52 Varying& varying = fVaryings[i]; local 57 varying.fType = builderVarying.fVariable.getType(); 59 varying.fLocation = builderVarying.fLocation; 283 const Varying& fragmentInput = fVaryings[i.toProgramDataIndex()];
|
/external/deqp/modules/gles3/functional/ |
es3fShaderFragDataTests.cpp | 125 "varying mediump float v_index;\n" 126 "varying mediump vec4 v_color;\n" 135 "varying mediump vec4 v_color;\n" 136 "varying mediump float v_index;\n" 235 "varying mediump vec4 v_color;\n" 242 "varying mediump vec4 v_color;\n"
|