/external/regex-re2/util/ |
random.h | 19 int32 Uniform(int32);
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random.cc | 30 int32 ACMRandom::Uniform(int32 n) {
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
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...] |
MainShader.java | 43 public final static Uniform shadowTexture = new Uniform("u_shadowTexture"); 44 public final static Uniform resolution = new Uniform("u_resolution");
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/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...] |
BaseShader.java | 40 /** @author Xoppa A BaseShader is a wrapper around a ShaderProgram that keeps track of the uniform and attribute locations. It does
49 /** @return True if the uniform only has to be set once per render call, false if the uniform must be set for each renderable. */
69 public static class Uniform implements Validator {
75 public Uniform (final String alias, final long materialMask, final long environmentMask, final long overallMask) {
82 public Uniform (final String alias, final long materialMask, final long environmentMask) {
86 public Uniform (final String alias, final long overallMask) {
90 public Uniform (final String alias) {
115 /** Register an uniform which might be used by this shader. Only possible prior to the call to init().
116 * @return The ID of the uniform to use in this shader. */ [all...] |
/external/ceres-solver/internal/ceres/ |
random.h | 45 inline int Uniform(int n) {
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/external/skia/src/gpu/gl/ |
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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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...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
MainShader.java | 52 protected final int u_dirShadows0uvTransform = register(new Uniform("u_dirShadows[0].uvTransform")); 53 protected final int u_dirShadows1uvTransform = register(new Uniform("u_dirShadows[1].uvTransform")); 60 protected int u_dirShadowMapProjViewTrans0 = register(new Uniform("u_dirShadowMapProjViewTrans[0]")); 61 protected int u_dirShadowMapProjViewTrans1 = register(new Uniform("u_dirShadowMapProjViewTrans[1]")); 66 protected int u_dirShadowMapUVTransform0 = register(new Uniform("u_dirShadowMapUVTransform[0]")); 67 protected int u_dirShadowMapUVTransform1 = register(new Uniform("u_dirShadowMapUVTransform[1]")); 72 protected final int u_spotShadows0uvTransform = register(new Uniform("u_spotShadows[0].uvTransform")); 73 protected final int u_spotShadows1uvTransform = register(new Uniform("u_spotShadows[1].uvTransform")); 80 protected int u_spotShadowMapProjViewTrans0 = register(new Uniform("u_spotShadowMapProjViewTrans[0]")); 81 protected int u_spotShadowMapProjViewTrans1 = register(new Uniform("u_spotShadowMapProjViewTrans[1]")) [all...] |
/external/regex-re2/re2/testing/ |
string_generator.cc | 68 int len = acm_->Uniform(maxlen_+1); 71 digits_[i] = acm_->Uniform(alphabet_.size());
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regexp_generator.cc | 141 if (nstk == 1 && acm_->Uniform(maxatoms_ + 1 - atoms) == 0) { 153 if (ops < maxops_ && acm_->Uniform(2) == 0) { 154 const string& fmt = ops_[acm_->Uniform(ops_.size())]; 167 if (atoms < maxatoms_ && acm_->Uniform(2) == 0) { 168 post->push_back(atoms_[acm_->Uniform(atoms_.size())]);
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/external/skia/src/gpu/vk/ |
GrVkProgramDataManager.h | 35 // arrayCount matrices into a uniform array.
51 struct Uniform {
64 SkTArray<Uniform, true> fUniforms;
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GrVkProgramDataManager.cpp | 25 Uniform& uniform = fUniforms[i];
local 30 uniform.fArrayCount = uniformInfo.fVariable.getArrayCount();
31 uniform.fType = uniformInfo.fVariable.getType();
33 uniform.fBinding = uniformInfo.fBinding;
34 uniform.fOffset = uniformInfo.fUBOffset;
36 uniform.fSetNumber = uniformInfo.fSetNumber;
42 const Uniform& uni = fUniforms[u.toIndex()];
61 const Uniform& uni = fUniforms[u.toIndex()];
81 const Uniform& uni = fUniforms[u.toIndex()]; [all...] |
/external/deqp/external/vulkancts/modules/vulkan/ubo/ |
vktUniformBlockTests.cpp | 23 * \brief Uniform block tests. 49 block.addUniform(Uniform("var", type, 0)); 81 block.addUniform(Uniform("s", VarType(&typeS), 0)); 106 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_LOW))); 107 block.addUniform(Uniform("s", VarType(VarType(&typeS), 3))); 108 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM))); 137 block.addUniform(Uniform("s", VarType(&typeS), 0)); 138 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_LOW), UNUSED_BOTH)); 139 block.addUniform(Uniform("t", VarType(&typeT), 0)); 140 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_HIGH), 0)) [all...] |
vktUniformBlockCase.hpp | 24 * \brief Uniform block tests. 39 // Uniform block details. 59 UNUSED_VERTEX = (1<<10), //!< Uniform or struct member is not read in vertex shader. 60 UNUSED_FRAGMENT = (1<<11), //!< Uniform or struct member is not read in fragment shader. 164 class Uniform 167 Uniform (const std::string& name, const VarType& type, deUint32 flags = 0); 182 typedef std::vector<Uniform>::iterator Iterator; 183 typedef std::vector<Uniform>::const_iterator ConstIterator; 197 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); [all...] |
/external/deqp/modules/gles3/functional/ |
es3fUniformBlockTests.cpp | 21 * \brief Uniform block tests. 64 block.addUniform(Uniform("var", type, 0)); 102 block.addUniform(Uniform("s", VarType(&typeS), 0)); 135 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_LOW))); 136 block.addUniform(Uniform("s", VarType(VarType(&typeS), 3))); 137 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM))); 174 block.addUniform(Uniform("s", VarType(&typeS), 0)); 175 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_LOW), UNUSED_BOTH)); 176 block.addUniform(Uniform("t", VarType(&typeT), 0)); 177 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_HIGH), 0)) [all...] |
es3fFboTestUtil.cpp | 82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 93 "uniform highp vec4 u_color;\n" 157 << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4) 158 << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4) 173 "uniform highp vec4 u_gradientMin;\n" 174 "uniform highp vec4 u_gradientMax;\n" 246 src << "uniform " << precision << " " << glu::getDataTypeName(samplerTypes[samplerNdx]) << " u_sampler" << samplerNdx << ";\n"; 247 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n"; 248 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n"; 252 src << "uniform " << precision << " vec4 u_outScale0;\n [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shaders/ |
MultiPassShader.java | 26 protected final int u_pass = register(new Uniform("u_pass"));
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/external/deqp/modules/glshared/ |
glsUniformBlockCase.hpp | 23 * \brief Uniform block tests. 40 // Uniform block details. 62 UNUSED_VERTEX = (1<<10), //!< Uniform or struct member is not read in vertex shader. 63 UNUSED_FRAGMENT = (1<<11), //!< Uniform or struct member is not read in fragment shader. 164 class Uniform 167 Uniform (const char* name, const VarType& type, deUint32 flags = 0); 182 typedef std::vector<Uniform>::iterator Iterator; 183 typedef std::vector<Uniform>::const_iterator ConstIterator; 196 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); [all...] |
/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/deqp/framework/opengl/simplereference/ |
sglrShaderProgram.hpp | 96 struct Uniform 98 Uniform (const std::string& name_, glu::DataType type_) : name(name_), type(type_) { } 154 ShaderProgramDeclaration& operator<< (const Uniform&); 176 std::vector<Uniform> m_uniforms; 253 friend class ReferenceContext; // for uniform access
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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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es31fFboTestUtil.cpp | 89 src << "uniform " << precision << " " << glu::getDataTypeName(samplerTypes[samplerNdx]) << " u_sampler" << samplerNdx << ";\n"; 90 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n"; 91 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n"; 95 src << "uniform " << precision << " vec4 u_outScale0;\n" 96 << "uniform " << precision << " vec4 u_outBias0;\n"; 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); 138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); 142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); 143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); 144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4) [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
ShaderTest.java | 85 + "uniform mat4 u_projTrans;\n"
86 + "uniform mat4 u_worldTrans;\n"
99 + "uniform float u_test;\n"
101 + "uniform vec4 u_color;\n"
113 protected final int u_projTrans = register(new Uniform("u_projTrans"));
114 protected final int u_worldTrans = register(new Uniform("u_worldTrans"));
115 protected final int u_test = register(new Uniform("u_test"));
116 protected final int u_color = register(new Uniform("u_color"));
125 Gdx.app.log("ShaderTest", "Compiling test shader with u_color uniform");
127 Gdx.app.log("ShaderTest", "Compiling test shader without u_color uniform");
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