/external/opencv3/samples/cpp/ |
watershed.cpp | 105 int b = theRNG().uniform(0, 255); 106 int g = theRNG().uniform(0, 255); 107 int r = theRNG().uniform(0, 255);
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/external/skia/src/gpu/gl/ |
GrGLUniformHandler.cpp | 35 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB 36 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then 38 // uniform view matrix, they should upload the view matrix in their setData along with regular
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/external/skia/src/gpu/glsl/ |
GrGLSLProgramBuilder.h | 54 // Used to add a uniform in the vertex shader for transforming into normalized device space. 58 // Used to add a uniform for the RenderTarget height (used for frag position) without mangling 59 // the name of the uniform inside of a stage.
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/external/webrtc/webrtc/modules/video_coding/codecs/test/ |
packet_manipulator.h | 27 // Drops packets similar to uniform but when a packet is being dropped, 53 // uniform or burst. This setting has no effect unless 55 // Default: uniform.
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/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
DuotoneFilter.java | 45 "uniform sampler2D tex_sampler_0;\n" + 46 "uniform vec3 first;\n" + 47 "uniform vec3 second;\n" +
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FillLightFilter.java | 44 "uniform sampler2D tex_sampler_0;\n" + 45 "uniform float mult;\n" + 46 "uniform float igamma;\n" +
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TintFilter.java | 42 "uniform sampler2D tex_sampler_0;\n" + 43 "uniform vec3 tint;\n" + 44 "uniform vec3 color_ratio;\n" +
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/developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/ |
Gles2ColoredTriangleList.java | 181 "uniform mat4 uMvpMatrix;\n" + 190 "uniform vec4 uColor;\n" + 198 /** Handle for uMvpMatrix uniform in vertex shader. */ 204 /** Handle for uColor uniform in fragment shader. */ 233 // Get a handle to the uMvpMatrix uniform in the vertex shader. 245 // Get a handle to fragment shader's uColor uniform.
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/developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/ |
Gles2ColoredTriangleList.java | 181 "uniform mat4 uMvpMatrix;\n" + 190 "uniform vec4 uColor;\n" + 198 /** Handle for uMvpMatrix uniform in vertex shader. */ 204 /** Handle for uColor uniform in fragment shader. */ 233 // Get a handle to the uMvpMatrix uniform in the vertex shader. 245 // Get a handle to fragment shader's uColor uniform.
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/development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/ |
Gles2ColoredTriangleList.java | 181 "uniform mat4 uMvpMatrix;\n" + 190 "uniform vec4 uColor;\n" + 198 /** Handle for uMvpMatrix uniform in vertex shader. */ 204 /** Handle for uColor uniform in fragment shader. */ 233 // Get a handle to the uMvpMatrix uniform in the vertex shader. 245 // Get a handle to fragment shader's uColor uniform.
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/external/autotest/client/deps/glbench/src/ |
windowmanagercompositingtest.cc | 124 "uniform sampler2D texture_sampler;" 166 "uniform sampler2D texture_sampler_0;" 167 "uniform sampler2D texture_sampler_1;" 224 "uniform sampler2D texture_sampler_0;" 225 "uniform sampler2D texture_sampler_1;" 226 "uniform sampler2D texture_sampler_2;"
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/external/apache-commons-math/src/main/java/org/apache/commons/math/random/ |
UniformRandomGenerator.java | 23 * This class implements a normalized uniform random generator. 25 * from a uniform distribution with mean equal to 0 and standard
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/external/autotest/client/site_tests/graphics_PiglitBVT/test_scripts/other/ |
graphics_PiglitBVT_14.sh | [all...] |
/external/deqp/doc/testspecs/GLES2/ |
functional.shaders.discard.txt | 27 + Conditional discard based on uniform value 33 + Discard inside uniform for loop
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/external/deqp/framework/referencerenderer/ |
design.txt | 44 + uniform ptr 89 + uniform ptr
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/external/deqp/modules/gles31/functional/ |
es31fUniformBlockTests.cpp | 21 * \brief Uniform block tests. 66 block.addUniform(Uniform("var", type, 0)); 104 block.addUniform(Uniform("u", VarType(glu::TYPE_INT, PRECISION_MEDIUM))); 105 block.addUniform(Uniform("s", VarType(VarType(VarType(&typeS), 3), 2))); 106 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_MEDIUM))); 124 : TestCaseGroup(context, "ubo", "Uniform Block tests") 260 tcu::TestCaseGroup* structArrayArrayGroup = new tcu::TestCaseGroup(m_testCtx, "2_level_struct_array", "Struct array in one uniform block"); 301 tcu::TestCaseGroup* randomGroup = new tcu::TestCaseGroup(m_testCtx, "random", "Random Uniform Block cases");
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es31fUniformLocationTests.cpp | 21 * \brief Explicit uniform location tests 192 // A (hopefully) unique value for a uniform. For multi-component types creates only one value. Values are in the range [0,1] for floats, [-128, 127] for ints, [0,255] for uints and 0/1 for booleans. Samplers are treated according to the types they return. 319 vertDecl << "uniform " << (layoutInVert ? layout : "") << glu::declare(uniformInfo.type, uniName) << ";\n"; 322 fragDecl << "uniform " << (layoutInFrag ? layout : "") << glu::declare(uniformInfo.type, uniName) << ";\n"; 403 log << TestLog::Message << "ERROR: found uniform " << name << " in location " << gotLoc << " when it should have been in " << expectLoc << TestLog::EndMessage; 404 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Incorrect uniform location"); 410 log << TestLog::Message << "ERROR: expected uniform " << name << " in location " << gotLoc << " but it has already been used" << TestLog::EndMessage; 411 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Overlapping uniform location"); 421 log << TestLog::Message << "ERROR: found uniform " << name << " in location " << gotLoc << " which has already been used" << TestLog::EndMessage; 422 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Overlapping uniform location") [all...] |
/external/libgdx/backends/gdx-backends-gwt/ |
issues.txt | 6 - uniform location id allocation returns multiple ids if one queries for one uniform multiple times. Not an issue as long
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionShapes/ |
btUniformScalingShape.h | 22 ///The btUniformScalingShape allows to re-use uniform scaled instances of btConvexShape in a memory efficient way. 23 ///Istead of using btUniformScalingShape, it is better to use the non-uniform setLocalScaling method on convex shapes that implement it.
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/ |
ParticleShader.java | 104 public final static Uniform cameraRight = new Uniform("u_cameraRight"); 105 public final static Uniform cameraInvDirection = new Uniform("u_cameraInvDirection"); 106 public final static Uniform screenWidth = new Uniform("u_screenWidth"); 107 public final static Uniform regionSize = new Uniform("u_regionSize");
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
test.glsl | 76 uniform samplerCube u_environmentCubemap; 80 uniform vec4 u_reflectionColor;
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/frameworks/base/media/mca/filterfw/native/core/ |
shader_program.h | 61 // for the first input texture. Must be a uniform sampler2D. 159 // Uniform Variable access ///////////////////////////////////////////////// 163 // When setting values, the value type must be match the type of the uniform 173 // Returns a handle to the uniform with the given name, or invalid if no 174 // such uniform variable exists in the shader. 177 // Set the specified uniform value to the given integer value. Returns true 181 // Set the specified uniform value to the given float value. Returns true 185 // Set the specified uniform value to the given values. Returns true 189 // Set the specified uniform value to the given values. Returns true 193 // Set the specified uniform value to the given vector value. Returns tru [all...] |
/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/ |
BrightnessFilter.java | 35 "uniform sampler2D tex_sampler_0;\n" + 36 "uniform float brightness;\n" +
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/frameworks/native/libs/gui/tests/ |
TextureRenderer.cpp | 39 "uniform mat4 texMatrix;\n" 49 "uniform samplerExternalOES texSampler;\n"
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/frameworks/native/cmds/flatland/ |
Main.cpp | 218 "uniform mat4 objToNdc;", 219 "uniform mat4 uvToTex;", 232 "uniform samplerExternalOES blitSrc;", 233 "uniform vec4 modColor;", 252 "uniform mat4 objToNdc;", 253 "uniform mat4 uvToInterp;", 265 "uniform vec4 color0;", 266 "uniform vec4 color1;", 268 "uniform sampler2D ditherKernel;", 269 "uniform float invDitherKernelSize;" [all...] |