/external/deqp/data/gles3/shaders/ |
qualification_order.test | 21 uniform highp float x2; 40 uniform highp float x2; 62 uniform highp float x2; 81 uniform highp float x2; 103 uniform float x2; 122 uniform float x2; 144 uniform highp float x2; 163 uniform highp float x2; 185 uniform highp float x2; 204 uniform highp float x2 [all...] |
/external/skia/src/gpu/gl/ |
GrGLProgramDataManager.cpp | 25 Uniform& uniform = fUniforms[i]; local 30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); 31 uniform.fType = builderUniform.fVariable.getType(); 33 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. 36 uniform.fVSLocation = builderUniform.fLocation; 38 uniform.fVSLocation = kUnusedUniform; 41 uniform.fFSLocation = builderUniform.fLocation; 43 uniform.fFSLocation = kUnusedUniform; 65 const Uniform& uni = fUniforms[u.toIndex()] [all...] |
GrGLProgramDataManager.h | 49 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 50 * array of uniforms. arrayCount must be <= the array count of the uniform. 63 // arrayCount matrices into a uniform array. 78 struct Uniform { 98 SkDEBUGCODE(void printUnused(const Uniform&) const;) 100 SkTArray<Uniform, true> fUniforms;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
pass2.vertex.glsl | 15 uniform mat4 u_projViewTrans; 79 uniform mat4 u_bones[numBones]; 90 uniform mat3 u_normalMatrix; 99 uniform vec4 u_diffuseUVTransform; 104 uniform vec4 u_normalUVTransform; 111 uniform vec4 u_specularUVTransform; 116 uniform mat4 u_worldTrans; 127 uniform vec4 u_cameraPosition; 134 uniform mat4 u_shadowMapProjViewTrans;
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Pass2Shader.java | 48 public final static Uniform shadowMapProjViewTrans = new Uniform("u_shadowMapProjViewTrans"); 49 public final static Uniform shadowTexture = new Uniform("u_shadowTexture"); 50 public final static Uniform uvTransform = new Uniform("u_uvTransform"); 51 public final static Uniform lightColor = new Uniform("u_lightColor"); 52 public final static Uniform lightDirection = new Uniform("u_lightDirection") [all...] |
/external/eigen/unsupported/test/ |
openglsupport.cpp | 35 VERIFY((loc!=-1) && "uniform not found"); \ 48 VERIFY((loc!=-1) && "uniform not found"); \ 217 // uniform 225 "uniform vec2 v2f;\n" 226 "uniform vec3 v3f;\n" 227 "uniform vec4 v4f;\n" 228 "uniform ivec2 v2i;\n" 229 "uniform ivec3 v3i;\n" 230 "uniform ivec4 v4i;\n" 231 "uniform mat2 m2f;\n [all...] |
/external/opencv3/samples/cpp/tutorial_code/ShapeDescriptors/ |
moments_demo.cpp | 77 Scalar color = Scalar( rng.uniform(0, 255), rng.uniform(0,255), rng.uniform(0,255) ); 91 Scalar color = Scalar( rng.uniform(0, 255), rng.uniform(0,255), rng.uniform(0,255) );
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/external/autotest/client/site_tests/graphics_PiglitBVT/test_scripts/pinetrail/ |
graphics_PiglitBVT_19.sh | 98 run_test "spec/glsl-1.20/execution/uniform-initializer/fs-bool" 0.0 "bin/shader_runner generated_tests/spec/glsl-1.20/execution/uniform-initializer/fs-bool.shader_test -auto" 99 run_test "spec/glsl-1.20/execution/uniform-initializer/fs-bool-array" 0.0 "bin/shader_runner generated_tests/spec/glsl-1.20/execution/uniform-initializer/fs-bool-array.shader_test -auto" 100 run_test "spec/glsl-1.20/execution/uniform-initializer/fs-bool-from-const" 0.0 "bin/shader_runner generated_tests/spec/glsl-1.20/execution/uniform-initializer/fs-bool-from-const.shader_test -auto" 101 run_test "spec/glsl-1.20/execution/uniform-initializer/fs-bool-set-by-API" 0.0 "bin/shader_runner generated_tests/spec/glsl-1.20/execution/uniform-initializer/fs-bool-set-by-API.shader_test -auto" 102 run_test "spec/glsl-1.20/execution/uniform-initializer/fs-bool-set-by-other-stage" 0.0 "bin/shader_runner generated_tests/spec/glsl-1.20/execution/uniform-initializer/fs-bool-set-by-other-stage.shader_test -auto [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
DefaultShader.java | 82 public final static Uniform projTrans = new Uniform("u_projTrans");
83 public final static Uniform viewTrans = new Uniform("u_viewTrans");
84 public final static Uniform projViewTrans = new Uniform("u_projViewTrans");
85 public final static Uniform cameraPosition = new Uniform("u_cameraPosition");
86 public final static Uniform cameraDirection = new Uniform("u_cameraDirection"); [all...] |
default.fragment.glsl | 44 uniform vec4 u_diffuseColor; 48 uniform sampler2D u_diffuseTexture; 52 uniform vec4 u_specularColor; 56 uniform sampler2D u_specularTexture; 60 uniform sampler2D u_normalTexture; 75 uniform sampler2D u_shadowTexture; 76 uniform float u_shadowPCFOffset; 103 uniform vec4 u_fogColor;
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/cts/tests/openglperf2/assets/vertex/ |
water | 15 uniform mat4 u_MVPMatrix; 16 uniform mat4 u_MVMatrix;
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/external/deqp/doc/testspecs/GLES31/ |
functional.program_uniform.txt | 19 Program-specific Uniform Assignment Tests 25 + Assigning uniform values for a single program with glProgramUniform* 26 + Various uniform types 40 The glProgramUniform* tests use the alternative uniform assignment API (in 41 contrast to the glUniform* functions) for assigning uniform values to a 45 structs, and nested structures with arrays. Each active uniform is assigned 52 To verify that the correct uniform values were assigned, either the uniform
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/external/mesa3d/src/glsl/tests/ |
Makefile.am | 15 uniform-initializer-test 19 uniform-initializer-test
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/external/webrtc/webrtc/base/ |
random.cc | 24 // Casting the output to 32 bits will give an almost uniform number. 27 // Uniform would be Pr[x=k] = 2^32 / 2^64 for all 32-bit integers k. 29 // If x / 2^32 is uniform on [0,1), then x / 2^32 * (t+1) is uniform on 30 // the interval [0,t+1), so the integer part is uniform on [0,t]. 70 // Creating a Normal distribution variable from two independent uniform 82 double uniform = Rand<double>(); local 83 return -log(uniform) / lambda;
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/cts/tests/openglperf2/assets/fragment/ |
water | 15 uniform vec3 u_LightPos; 16 uniform sampler2D u_Texture1; 17 uniform sampler2D u_Texture2; 18 uniform int u_Time;
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/external/opencv3/modules/imgproc/perf/ |
perf_threshold.cpp | 30 double thresh = theRNG().uniform(1, 254); 31 double maxval = theRNG().uniform(1, 254); 50 double maxval = theRNG().uniform(1, 254); 80 double maxValue = theRNG().uniform(1, 254);
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/external/opencv3/samples/cpp/ |
kmeans.cpp | 35 int k, clusterCount = rng.uniform(2, MAX_CLUSTERS+1); 36 int i, sampleCount = rng.uniform(1, 1001); 46 center.x = rng.uniform(0, img.cols); 47 center.y = rng.uniform(0, img.rows);
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/external/skia/src/gpu/glsl/ |
GrGLSLUniformHandler.h | 22 /** Add a uniform variable to the current program, that has visibility in one or more shaders. 23 visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform 25 supported at this time. The actual uniform name will be mangled. If outName is not nullptr 26 then it will refer to the final uniform name after return. Use the addUniformArray variant
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/frameworks/base/core/res/res/raw/ |
color_fade_frag.frag | 4 uniform samplerExternalOES texUnit; 5 uniform float opacity; 6 uniform float saturation; 7 uniform float gamma;
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/cts/tests/openglperf2/jni/graphics/ |
Renderer.h | 49 GLuint mFboTexUniformHandle;// Frame buffer texture uniform handle 50 GLuint mFboXOffsetUniformHandle;// Frame buffer x offset uniform handle 51 GLuint mFboYOffsetUniformHandle;// Frame buffer y offset uniform handle
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/external/autotest/client/site_tests/graphics_dEQP/expectations/skylake/ |
dEQP-GLES2.functional.hasty.Fail.bz2 | |
/external/deqp/data/gles2/shaders/ |
declarations.test | 41 uniform mediump float val; 64 uniform mediump float val; 126 invariant uniform mediump float val;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
main.fragment.glsl | 32 uniform sampler2D u_diffuseTexture; 37 uniform sampler2D u_specularTexture; 43 uniform sampler2D u_normalTexture; 50 uniform vec4 u_diffuseColor; 53 uniform sampler2D u_shadowTexture; 63 uniform DirectionalLight u_dirLights[numDirectionalLights]; 69 uniform DirectionalShadow u_dirShadows[numDirectionalLights]; 72 uniform vec4 u_dirShadowMapUVTransform[numDirectionalLights]; 86 uniform PointLight u_pointLights[numPointLights]; 102 uniform SpotLight u_spotLights[numSpotLights] [all...] |
/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
shadowmap.glsl | 7 uniform mat4 u_shadowMapProjViewTrans; 24 uniform sampler2D u_shadowTexture; 25 uniform float u_shadowPCFOffset;
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/external/libgdx/tests/gdx-tests-android/assets/data/shaders/ |
convolution.frag | 5 uniform float u_filter[9];
6 uniform vec2 u_offsets[9];
8 uniform sampler2D u_texture;
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