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  /external/deqp/external/openglcts/modules/glesext/gpu_shader5/
esextcGPUShader5TextureGatherOffset.hpp 308 * uniform isampler2D sampler;
541 * uniform sampler2DShadow sampler;
785 * uniform isampler2D samplerWithoutOffset;
786 * uniform isampler2D samplerWithOffset;
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  /external/deqp/external/openglcts/modules/glesext/texture_border_clamp/
esextcTextureBorderClampSamplingTexture.cpp 499 GLU_EXPECT_NO_ERROR(gl.getError(), "Error getting layer uniform location!");
502 GLU_EXPECT_NO_ERROR(gl.getError(), "Error setting layer uniform variable!");
850 "uniform "
903 "uniform float layer;\n"
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  /external/deqp/external/openglcts/modules/glesext/texture_buffer/
esextcTextureBufferAtomicFunctions.cpp 144 "layout(r32ui, binding = 0) coherent uniform highp uimageBuffer uimage_buffer;\n"
  /external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
esextcTextureCubeMapArrayColorDepthAttachments.cpp 72 "uniform int uni_layer;\n"
617 /* Get location of "uni_layer" uniform */
622 TCU_FAIL("Could not retrieve location of uni_layer uniform for non-layered program");
939 /* Update value assigned to "uni_layer" uniform */
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  /external/deqp/external/vulkancts/modules/vulkan/pipeline/
vktPipelineMultisampleShaderBuiltInTests.cpp 326 // uniform than a random pattern.
404 << " c) Sample position distribution is uniform or almost uniform.\n"
726 << "layout(set = 0, binding = 0, std140) uniform SampleMaskBlock\n"
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  /external/deqp/external/vulkancts/modules/vulkan/protected_memory/
vktProtectedMemStorageBufferTests.cpp 288 // set = 0, location = 1 -> uniform Data (uvec4)
298 "layout(set=0, binding=1, std140) uniform Data\n"
380 // Set the test input uniform data
579 // Set the test input uniform data
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  /external/deqp/external/vulkancts/modules/vulkan/ssbo/
vktSSBOLayoutCase.hpp 225 BUFFERMODE_SINGLE = 0, //!< Single buffer shared between uniform blocks.
  /external/deqp/modules/gles2/functional/
es2fTextureUnitTests.cpp 149 samplersStr += string("") + "uniform mediump " + samplerType + " " + samplerName + ";\n";
150 matricesStr += "uniform mediump mat3 " + transformationName + ";\n";
187 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE));
188 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3);
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  /external/deqp/modules/gles2/performance/
es2pShaderControlStatementTests.cpp 202 op << "uniform mediump float u_compareValue;\n";
477 op << "uniform mediump float u_bound;\n";
861 decisionType == (int)DECISION_UNIFORM ? "uniform" :
936 decisionType == (int)DECISION_UNIFORM ? "uniform" :
es2pTextureCases.cpp 147 fragSrc << "uniform sampler2D u_sampler" << texNdx << ";\n";
  /external/deqp/modules/gles3/performance/
es3pShaderControlStatementTests.cpp 206 op << "uniform mediump float u_compareValue;\n";
485 op << "uniform mediump float u_bound;\n";
873 decisionType == (int)DECISION_UNIFORM ? "uniform" :
948 decisionType == (int)DECISION_UNIFORM ? "uniform" :
  /external/deqp/modules/gles3/scripts/
gen-qualification_order.py 191 DECL_STORAGE = CaseFormat("storage", [ "centroid", "anon_centroid", "uniform" ])
  /external/eigen/Eigen/src/Geometry/
Translation.h 97 /** Concatenates a translation and a uniform scaling */
  /external/eigen/unsupported/Eigen/CXX11/src/Tensor/
TensorRandom.h 194 // Use the ratio of uniform method to generate numbers following a normal
  /external/fio/tools/
fiologparser.py 6 # statistics even when samples are non-uniform. For instance:
  /external/fio/tools/hist/
fiologparser_hist.py.1 58 end-times are calculated to be uniform increments of the \fB\-\-interval\fR value given,
  /external/guava/guava/src/com/google/common/util/concurrent/
AtomicDouble.java 28 * this class does extend {@code Number} to allow uniform access by
  /external/llvm/test/DebugInfo/X86/
nodebug_with_debug_loc.ll 14 ; more uniform.
  /external/lmfit/
CHANGELOG 28 - uniform code layout, starting from clang-format
  /external/mesa3d/docs/relnotes/
10.6.2.html 127 <li>i965/fs: Don't mess up stride for uniform integer multiplication.</li>
11.1.1.html 140 <li>st/mesa: fix GLSL uniform updates for glBitmap &amp; glDrawPixels (v2)</li>
17.0.2.html 170 <li>i965/fs: mark last DF uniform array element as 64 bit live one</li>
7.8.2.html 129 <li>Updated uniform location / offset encoding to be more like
  /external/mesa3d/docs/
shading.html 54 <li><b>uniform</b> - print message to stdout when glUniform is called
  /external/mesa3d/src/compiler/glsl/
ast_type.cpp 97 || this->flags.q.uniform
245 /* Uniform block layout qualifiers get to overwrite each
733 bad.flags.q.uniform ? " uniform" : "",

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