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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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