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Searched
full:varying
(Results
76 - 100
of
736
) sorted by null
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/development/perftests/panorama/feature_mos/src/mosaic_renderer/
YVURenderer.cpp
129
"
varying
vec2 v_texCoord;\n"
146
"
varying
vec2 v_texCoord;\n"
/development/samples/HelloEffects/src/com/example/android/mediafx/
TextureRenderer.java
44
"
varying
vec2 v_texcoord;\n" +
53
"
varying
vec2 v_texcoord;\n" +
/development/samples/browseable/MediaEffects/src/com.example.android.mediaeffects/
TextureRenderer.java
44
"
varying
vec2 v_texcoord;\n" +
53
"
varying
vec2 v_texcoord;\n" +
/external/autotest/client/deps/glbench/src/
texturetest.cc
19
"
varying
vec4 v1;"
26
"
varying
vec4 v1;"
yuv2rgb_1.glslv
33
varying
vec4 v1;
/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.
/external/skia/include/gpu/
GrShaderVar.h
17
* Early versions of GLSL have
Varying
and Attribute; those are later
18
* deprecated, but we still need to know whether a
Varying
variable
/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/autotest/client/deps/webgl_mpd/src/
ManyPlanetsDeep.html
46
varying
float v_Dot;
47
varying
vec2 v_texCoord;
63
varying
float v_Dot;
64
varying
vec2 v_texCoord;
/external/autotest/client/deps/webgl_perf/files/
webgl-performance-0.0.2.tar.bz2
/external/caliper/caliper/src/main/java/com/google/caliper/worker/
MacrobenchmarkAllocationWorker.java
30
* a few times, with
varying
numbers of reps, and computes the number of object allocations and the
/external/deqp/external/vulkancts/mustpass/1.0.0/src/
test-issues.txt
17
# Issue 233: Negative zero flat
varying
issue
/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"
/external/guice/
AndroidCallMunge.mk
27
# (
Varying
)
/external/webrtc/talk/app/webrtc/java/android/org/webrtc/
GlRectDrawer.java
52
"
varying
vec2 interp_tc;\n"
65
+ "
varying
vec2 interp_tc;\n"
83
+ "
varying
vec2 interp_tc;\n"
94
+ "
varying
vec2 interp_tc;\n"
/external/webrtc/webrtc/test/
frame_generator.h
32
//
varying
U, V values over time.
/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/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
...]
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