/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;
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/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 [all...] |
/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/Content/ |
DefaultFragShader.cpp | 16 "uniform sampler2D sTexture;\n"
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/Content/ |
FragShader.cpp | 16 "uniform sampler2D sTexture;\r\n"
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/external/valgrind/memcheck/tests/ |
badjump.c | 8 uniform behaviour on all supported targets - a jump to an
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/external/vulkan-validation-layers/demos/smoke/ |
Smoke.push_constant.vert | 6 layout(std140, push_constant) uniform param_block {
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/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
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/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"
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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)) [all...] |
/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" [all...] |
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 [all...] |
/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 [all...] |
/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 [all...] |
/cts/tests/openglperf2/assets/fragment/ |
blur | 15 uniform sampler2D u_Texture; 16 uniform vec2 u_Scale;
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perspective | 15 uniform vec3 u_LightPos; 16 uniform sampler2D u_Texture;
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/cts/tests/openglperf2/assets/vertex/ |
perspective | 15 uniform mat4 u_MVPMatrix; 16 uniform mat4 u_MVMatrix;
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/external/deqp/external/graphicsfuzz/data/gles3/graphicsfuzz/bubblesort_flag/ |
recipient.frag | 15 uniform vec2 injectionSwitch; 17 uniform vec2 resolution;
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variant_1.frag | 24 uniform vec2 injectionSwitch; 26 uniform vec2 resolution;
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variant_2.frag | 24 uniform vec2 injectionSwitch; 26 uniform vec2 resolution;
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/external/deqp/external/openglcts/data/gles3/ |
literal_parsing.test | 6 uniform int u_ref = -1610612736; 12 uniform highp int u_ref;
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/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;
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/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.
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/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
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/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);
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/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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