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  /external/autotest/client/site_tests/graphics_dEQP/expectations/baytrail/
dEQP-GLES3.functional.hasty.Flaky.bz2 
  /external/skia/src/gpu/effects/
GrDitherEffect.h 18 * Creates an effect that dithers the resulting color to an RGBA8 framebuffer
  /external/skia/src/gpu/glsl/
GrGLSLPLSPathRendering.h 11 " layout(rgba8) vec4 dstColor;\n"\
  /external/autotest/client/site_tests/graphics_dEQP/expectations/broadwell/
dEQP-GLES3.functional.hasty.Fail.bz2 
  /external/clang/test/SemaTemplate/
instantiate-invalid.cpp 26 struct rgba8 struct in namespace:PR6375::agg
41 agg::rbox_ctrl<agg::rgba8> m_polygons;
  /frameworks/native/libs/gui/tests/
FillBuffer.h 34 // Produce a single RGBA8 frame by filling a buffer with a checkerboard pattern
36 // allow this to be done (e.g. the format is set to RGBA8).
  /external/mesa3d/src/mesa/swrast/
s_fog.c 168 GLubyte (*rgba)[4] = span->array->rgba8;
187 GLubyte (*rgba)[4] = span->array->rgba8;
206 GLubyte (*rgba)[4] = span->array->rgba8;
231 GLubyte (*rgba)[4] = span->array->rgba8;
s_zoom.c 165 zoomed.array->rgba = (GLchan (*)[4]) zoomed.array->rgba8;
218 COPY_4UBV(zoomed.array->rgba8[i], rgba[j]);
250 zoomed.array->rgba8[i][0] = rgb[j][0];
251 zoomed.array->rgba8[i][1] = rgb[j][1];
252 zoomed.array->rgba8[i][2] = rgb[j][2];
253 zoomed.array->rgba8[i][3] = 0xff;
s_span.h 84 GLubyte rgba8[SWRAST_MAX_WIDTH][4]; member in struct:sw_span_arrays
86 GLchan (*rgba)[4]; /** either == rgba8 or rgba16 */
s_span.c 215 * Interpolate primary colors to fill in the span->array->rgba8 (or rgb16)
232 GLubyte (*rgba)[4] = span->array->rgba8;
330 col0[i][0] = UBYTE_TO_FLOAT(span->array->rgba8[i][0]);
331 col0[i][1] = UBYTE_TO_FLOAT(span->array->rgba8[i][1]);
332 col0[i][2] = UBYTE_TO_FLOAT(span->array->rgba8[i][2]);
333 col0[i][3] = UBYTE_TO_FLOAT(span->array->rgba8[i][3]);
796 SHIFT_ARRAY(span->array->rgba8, leftClip, n - leftClip);
885 GLubyte (*rgba)[4] = span->array->rgba8;
944 src = span->array->rgba8;
952 dst = span->array->rgba8;
    [all...]
s_alpha.c 114 GLubyte (*rgba)[4] = span->array->rgba8;
s_logic.c 204 (GLuint *) span->array->rgba8,
s_masking.c 63 GLuint *src = (GLuint *) span->array->rgba8;
  /external/mesa3d/src/gallium/auxiliary/gallivm/
lp_bld_sample_aos.c 471 LLVMValueRef rgba8; local
481 * Given the format is a rgba8, just read the pixels as is,
484 rgba8 = lp_build_gather(bld->gallivm,
490 rgba8 = LLVMBuildBitCast(builder, rgba8, u8n_vec_type, "");
493 rgba8 = lp_build_fetch_rgba_aos(bld->gallivm,
501 /* Expand one 4*rgba8 to two 2*rgba16 */
503 rgba8,
841 LLVMValueRef rgba8; local
    [all...]
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_bld_alpha.c 71 * FIXME: This should be generalized to formats other than rgba8 variants.
  /external/deqp/doc/testspecs/GLES31/
functional.texture.gather.txt 31 + rgba8 unorm, uint and int color formats
62 texture (except for depth formats, for which rgba8 is used). The resulting image
functional.draw_buffers_indexed.txt 48 pre_common -group uses two RGBA8 renderbuffers. It first sets some common state
functional.texture_buffers.txt 65 All textures use RGBA8 format and buffer data is always used as unsigned bytes.
  /external/deqp/doc/testspecs/GL3/
functional.texture_buffers.txt 62 All textures use RGBA8 format and buffer data is always used as unsigned bytes.
  /external/deqp/modules/gles3/performance/
es3pTextureCountTests.cpp 60 { "rgba8", GL_RGBA8 },
es3pTextureFilteringTests.cpp 57 { "rgba8", GL_RGBA8 },
es3pTextureFormatTests.cpp 62 { "rgba8", GL_RGBA8, },
  /external/skia/include/gpu/gl/
SkGLContext.h 15 * Create an offscreen opengl context with an RGBA8 / 8bit stencil FBO.
  /external/deqp/modules/gles31/functional/
es31fShaderStateQueryTests.cpp 276 { GL_IMAGE_BUFFER, "layout(binding=0, rgba8) readonly uniform highp imageBuffer u_image", "imageLoad(u_image, int(gl_FragCoord.x))" },
344 { GL_IMAGE_CUBE_MAP_ARRAY, "layout(binding=0, rgba8) readonly uniform highp imageCubeArray u_image", "imageLoad(u_image, ivec3(gl_FragCoord.xyx))" },
  /external/deqp/modules/gles3/functional/
es3fInternalFormatQueryTests.cpp 191 { "rgba8", GL_RGBA8, false },

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