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  /external/regex-re2/util/
random.h 19 int32 Uniform(int32);
random.cc 30 int32 ACMRandom::Uniform(int32 n) {
  /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")
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MainShader.java 43 public final static Uniform shadowTexture = new Uniform("u_shadowTexture");
44 public final static Uniform resolution = new Uniform("u_resolution");
  /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");
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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. */
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  /external/ceres-solver/internal/ceres/
random.h 45 inline int Uniform(int n) {
  /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;
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()]
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  /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]"))
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  /external/regex-re2/re2/testing/
string_generator.cc 68 int len = acm_->Uniform(maxlen_+1);
71 digits_[i] = acm_->Uniform(alphabet_.size());
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())]);
  /external/skia/src/gpu/vk/
GrVkProgramDataManager.h 35 // arrayCount matrices into a uniform array.
51 struct Uniform {
64 SkTArray<Uniform, true> fUniforms;
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()];
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  /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))
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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);
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  /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))
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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
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  /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"));
  /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);
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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");
  /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
  /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");
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)
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  /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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