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  /external/skqp/src/gpu/vk/
GrVkPipelineStateDataManager.h 38 // arrayCount matrices into a uniform array.
59 struct Uniform {
71 void* getBufferPtrAndMarkDirty(const Uniform& uni) const;
76 SkTArray<Uniform, true> fUniforms;
  /external/swiftshader/src/OpenGL/libGLESv2/
Program.h 38 // Helper struct representing a single shader uniform
39 struct Uniform
43 BlockInfo(const glsl::Uniform& uniform, int blockIndex);
52 Uniform(const glsl::Uniform &uniform, const BlockInfo &blockInfo);
54 ~Uniform();
74 // Helper struct representing a single shader uniform block
96 // Struct used for correlating uniforms/elements of uniform arrays to handle
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  /external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/Content/
DefaultFragShader.cpp 16 "uniform sampler2D sTexture;\n"
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/Content/
FragShader.cpp 16 "uniform sampler2D sTexture;\r\n"
  /external/valgrind/memcheck/tests/
badjump.c 8 uniform behaviour on all supported targets - a jump to an
  /external/vulkan-validation-layers/demos/smoke/
Smoke.push_constant.vert 6 layout(std140, push_constant) uniform param_block {
  /frameworks/rs/rsov/compiler/tests/arguments/
foreach_multi_simple.ll 9 ; CHECK:%[[BUF_PTR_TY0:.*]] = OpTypePointer Uniform %[[BUF_0S]]
10 ; CHECK:%[[BUF_VAR0]] = OpVariable %[[BUF_PTR_TY0]] Uniform
11 ; CHECK:%[[BUF_PTR_TY1:.*]] = OpTypePointer Uniform %[[BUF_1S]]
12 ; CHECK:%[[BUF_VAR1]] = OpVariable %[[BUF_PTR_TY1]] Uniform
  /frameworks/support/v7/appcompat/src/androidTest/res/layout/
appcompat_textview_autosize_activity.xml 29 app:autoSizeTextType="uniform"
39 app:autoSizeTextType="uniform"
47 app:autoSizeTextType="uniform"
61 app:autoSizeTextType="uniform"
  /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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  /external/mesa3d/src/compiler/glsl/
link_uniform_block_active_visitor.cpp 75 * detecting inactive uniform blocks and structuring them in a way that makes
80 * uniform ArraysOfArraysBlock
161 /* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec says:
163 * "All members of a named uniform block declared with a shared or
165 * referenced in any shader in the program. The uniform block itself is
177 "uniform block `%s' has mismatching definitions",
187 /* For uniform block arrays declared with a shared or std140 layout
225 * structure) or is not a uniform block instance, continue.
227 * WARNING: It is not enough for the variable to be part of uniform block.
242 "uniform block `%s' has mismatching definitions"
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link_uniforms.cpp 265 * If the same uniform is added multiple times (i.e., once for each shader
349 /* Count the number of samplers regardless of whether the uniform is
351 * uniform for multiple shader targets, but in this case we want to
363 * scalar indices, count them against the limit of uniform
370 /* Accumulate the total number of uniform slots used by this shader.
378 /* If the uniform is already in the map, there's nothing more to do.
392 /* Each leaf uniform occupies one entry in the list of active
414 * Each uniform processed has some range of the \c gl_constant_value
416 * the uniform in the \c string_to_uint_map and using the value from
421 * This class assumes that every uniform that will be processed i
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  /external/tensorflow/tensorflow/python/keras/_impl/keras/
initializers.py 63 """LeCun uniform initializer.
65 It draws samples from a uniform distribution within [-limit, limit]
80 scale=1., mode='fan_in', distribution='uniform', seed=seed)
108 """Glorot uniform initializer, also called Xavier uniform initializer.
110 It draws samples from a uniform distribution within [-limit, limit]
126 scale=1., mode='fan_avg', distribution='uniform', seed=seed)
152 """He uniform variance scaling initializer.
154 It draws samples from a uniform distribution within [-limit, limit]
168 scale=2., mode='fan_in', distribution='uniform', seed=seed
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  /external/mesa3d/src/mesa/main/
uniform_query.cpp 131 /* We need to first verify that each entry exists as active uniform. If
180 /* Check that the given location is in bounds of uniform remap table.
206 * error is generated by the Uniform* commands, and no uniform values
213 * - if count is greater than one, and the uniform declared in the
225 * "What happens if Uniform* is called with an explicitly defined
226 * uniform location, but that uniform is deemed inactive by the
229 * RESOLVED: The call is ignored for inactive uniform variables and
239 /* Even though no location is assigned to a built-in uniform and thi
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  /cts/tests/openglperf2/assets/fragment/
blur 15 uniform sampler2D u_Texture;
16 uniform vec2 u_Scale;
perspective 15 uniform vec3 u_LightPos;
16 uniform sampler2D u_Texture;
  /cts/tests/openglperf2/assets/vertex/
perspective 15 uniform mat4 u_MVPMatrix;
16 uniform mat4 u_MVMatrix;
  /external/deqp/external/graphicsfuzz/data/gles3/graphicsfuzz/bubblesort_flag/
recipient.frag 15 uniform vec2 injectionSwitch;
17 uniform vec2 resolution;
variant_1.frag 24 uniform vec2 injectionSwitch;
26 uniform vec2 resolution;
variant_2.frag 24 uniform vec2 injectionSwitch;
26 uniform vec2 resolution;
  /external/deqp/external/openglcts/data/gles3/
literal_parsing.test 6 uniform int u_ref = -1610612736;
12 uniform highp int u_ref;
  /external/deqp/external/openglcts/modules/glesext/gpu_shader5/
esextcGPUShader5UniformBlocksArrayIndexing.hpp 28 * \brief GPUShader5 Uniform Blocks Array Indexing Test (Test Group 4)
38 * Test whether indexing into an array of uniform blocks using dynamically
39 * uniform integer expressions works as expected.
44 * Write a vertex shader with an array of four uniform blocks.
47 * uniform PositionBlock {
51 * Initialize a set of buffer objects to be assigned as uniform block data
56 * Add a uniform variable:
58 * uniform uint index;
  /external/llvm/test/CodeGen/AMDGPU/
uniform-branch-intrinsic-cond.ll 4 ; This used to raise an assertion due to how the choice between uniform and
5 ; non-uniform branches was determined.
  /external/mesa3d/src/gallium/drivers/vc4/
vc4_qir_lower_uniforms.c 28 * read from multiple uniform values.
84 /* Returns the number of different uniform values referenced by the
118 * than one uniform referenced, and add those uniform values to the
134 /* Find the most commonly used uniform in instructions that
135 * need a uniform lowered.
151 /* Now, find the instructions using this uniform and make them
166 * uniform yet, add it. We could potentially
  /external/tensorflow/tensorflow/core/kernels/
random_shuffle_op.cc 40 static inline void RandomShuffle(Iter first, Iter last, Random& uniform) {
45 iter_swap(i, i + uniform(last - i));
51 OutT output_mat, Random& uniform) {
56 RandomShuffle(permutation.begin(), permutation.end(), uniform);
81 const auto uniform = [&single](uint32 n) { return single() % n; }; variable
87 RandomShuffle(vec.data(), vec.data() + size, uniform);
96 IndexedShuffle<int32>(size, input_mat, output_mat, uniform);
98 IndexedShuffle<int64>(size, input_mat, output_mat, uniform);
  /external/webrtc/webrtc/modules/video_coding/
content_metrics_processing.h 50 // Returns the short-term averaged content data: uniform average over
61 // Update the uniform averaged metrics: shorter time average (~RTCP report).

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