/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
BlackWhiteFilter.java | 49 "uniform sampler2D tex_sampler_0;\n" + 50 "uniform vec2 seed;\n" + 51 "uniform float black;\n" + 52 "uniform float scale;\n" + 53 "uniform float stepsize;\n" +
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DocumentaryFilter.java | 45 "uniform sampler2D tex_sampler_0;\n" + 46 "uniform vec2 seed;\n" + 47 "uniform float stepsize;\n" + 48 "uniform float inv_max_dist;\n" + 49 "uniform vec2 scale;\n" +
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FisheyeFilter.java | 56 "uniform sampler2D tex_sampler_0;\n" + 57 "uniform vec2 scale;\n" + 58 "uniform float alpha;\n" + 59 "uniform float radius2;\n" + 60 "uniform float factor;\n" +
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VignetteFilter.java | 47 "uniform sampler2D tex_sampler_0;\n" + 48 "uniform float range;\n" + 49 "uniform float inv_max_dist;\n" + 50 "uniform float shade;\n" + 51 "uniform vec2 scale;\n" +
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DuotoneFilter.java | 45 "uniform sampler2D tex_sampler_0;\n" + 46 "uniform vec3 first;\n" + 47 "uniform vec3 second;\n" +
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FillLightFilter.java | 44 "uniform sampler2D tex_sampler_0;\n" + 45 "uniform float mult;\n" + 46 "uniform float igamma;\n" +
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TintFilter.java | 42 "uniform sampler2D tex_sampler_0;\n" + 43 "uniform vec3 tint;\n" + 44 "uniform vec3 color_ratio;\n" +
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/external/deqp/external/openglcts/modules/gl/ |
gl4cGPUShaderFP64Tests.hpp | 164 * the size of the uniform variable declared in the shader does not 167 * glUniformMatrix*() are used to load a uniform variable of type 175 * I. double-typed uniform configured by glUniform2d(); 176 * II. double-typed uniform configured by glUniform3d(); 177 * III. double-typed uniform configured by glUniform4d(); 178 * IV. double-typed uniform configured by glUniformMatrix*(); 179 * V. dvec2-typed uniform configured by glUniform1d(); 180 * VI. dvec2-typed uniform configured by glUniform3d(); 181 * VII. dvec2-typed uniform configured by glUniform4d(); 182 * VIII. dvec2-typed uniform configured by glUniformMatrix*() [all...] |
gl4cShaderSubroutineTests.cpp | 461 /** Get subroutine uniform location 463 * @param uniform_name Subroutine uniform name 465 * @return Location of subroutine uniform 477 m_context.getTestContext().getLog() << tcu::TestLog::Message << "Subroutine uniform: " << uniform_name 480 TCU_FAIL("Subroutine uniform is not available"); 486 /** Get uniform location 488 * @param uniform_name Subroutine uniform name 490 * @return Location of uniform 502 m_context.getTestContext().getLog() << tcu::TestLog::Message << "Uniform: " << uniform_name 505 TCU_FAIL("Uniform is not available") [all...] |
gl4cConditionalRenderInvertedTests.hpp | 109 * discard fragments depending on uniform value. Return color shall also be 110 * controlled by uniform. Prepare 1x1 pixels' size framebuffer object with 120 * - setup color uniform to red component equal to 1; 128 * - setup color uniform to red component equal to 0; 193 static const glw::GLchar s_color_uniform_name[]; //!< Name of the color uniform. 195 s_pass_switch_uniform_name[]; //!< Name of the fragment pass or discarded uniform switch.
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/external/deqp/modules/gles31/functional/ |
es31fProgramUniformTests.cpp | 23 * \todo [2013-02-26 nuutti] Much duplication between ES2&3 uniform api 306 struct Uniform 311 Uniform (const char* const name_, const glu::VarType& type_) : name(name_), type(type_) {} 320 Uniform& getUniform (const int ndx) { return m_uniforms[ndx]; } 321 const Uniform& getUniform (const int ndx) const { return m_uniforms[ndx]; } 323 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } 379 res->m_uniforms.push_back(Uniform((string("u_var") + nameSuffix).c_str(), glu::VarType(type, prec))); 387 res->m_uniforms.push_back(Uniform((string("u_var") + nameSuffix).c_str(), glu::VarType(glu::VarType(type, prec), 3))) 1270 const BasicUniform& uniform = basicUniforms[unifNdx]; local 1351 const BasicUniform& uniform = basicUniforms[unifNdx]; local 1550 const BasicUniform& uniform = basicUniforms[unifNdx]; local [all...] |
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
vktShaderRenderIndexingTests.cpp | 267 vtx << "layout(std140, binding = 0) uniform something0 { mediump int ui_zero; };\n"; 268 vtx << "layout(std140, binding = 1) uniform something1 { mediump int ui_one; };\n"; 269 vtx << "layout(std140, binding = 2) uniform something2 { mediump int ui_two; };\n"; 270 vtx << "layout(std140, binding = 3) uniform something3 { mediump int ui_three; };\n"; 273 vtx << "layout(std140, binding = 4) uniform something { mediump int ui_four; };\n"; 320 frag << "layout(std140, binding = 0) uniform something0 { mediump int ui_zero; };\n"; 321 frag << "layout(std140, binding = 1) uniform something1 { mediump int ui_one; };\n"; 322 frag << "layout(std140, binding = 2) uniform something2 { mediump int ui_two; };\n"; 323 frag << "layout(std140, binding = 3) uniform something3 { mediump int ui_three; };\n"; 326 frag << "layout(std140, binding = 4) uniform something4 { mediump int ui_four; };\n" [all...] |
/external/deqp/doc/testspecs/GLES3/ |
functional.shaders.matrix.txt | 32 - Constant, uniform and shader in inputs 41 + Matrices in uniform blocks 58 Uniform buffer object tests are described in a separate test
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/external/deqp/doc/testspecs/GLES31/ |
functional.compute.shared_var.txt | 45 + u_val[], u_ref[] uniform arrays, filled with identical values 46 + u_numIters iteration count uniform, initialized with work group size 48 The compute shader contains a loop that is limited by the u_numIters uniform.
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/external/deqp/external/openglcts/modules/glesext/tessellation_shader/ |
esextcTessellationShaderProgramInterfaces.cpp | 193 "uniform vec2 tc_uniform1;\n" 194 "uniform mat4 tc_uniform2;\n" 196 /* Uniform blocks */ 197 "uniform tc_uniform_block1\n" 203 "layout(binding = 1, offset = 0) uniform atomic_uint tc_atomic_counter1;\n" 220 /* Uniform blocks */ 245 "uniform vec2 te_uniform1;\n" 246 "uniform mat4 te_uniform2;\n" 248 /* Uniform blocks */ 249 "uniform te_uniform_block1\n [all...] |
/external/mesa3d/src/compiler/glsl/ |
lower_const_arrays_to_uniforms.cpp | 27 * Lower constant arrays to uniform arrays. 35 * linker to process our new uniform's constant initializer. 91 * shader, don't promote this to a uniform.
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/external/mesa3d/src/gallium/drivers/vc4/ |
vc4_opt_small_immediates.c | 27 * Turns references to small constant uniform values into small immediates 58 * loads are much more expensive than the uniform load, and 78 /* No turning the implicit uniform read into
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/external/tensorflow/tensorflow/examples/label_image/ |
README.md | 48 I tensorflow/examples/label_image/main.cc:206] military uniform (653): 0.834306 56 see the network correctly spots she's wearing a military uniform, with a high 95 military uniform 0.834305
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/external/webrtc/webrtc/modules/video_coding/codecs/test/ |
packet_manipulator.h | 27 // Drops packets similar to uniform but when a packet is being dropped, 53 // uniform or burst. This setting has no effect unless 55 // Default: uniform.
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/developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/util/ |
Gles2ColoredTriangleList.java | 181 "uniform mat4 uMvpMatrix;\n" + 190 "uniform vec4 uColor;\n" + 198 /** Handle for uMvpMatrix uniform in vertex shader. */ 204 /** Handle for uColor uniform in fragment shader. */ 233 // Get a handle to the uMvpMatrix uniform in the vertex shader. 245 // Get a handle to fragment shader's uColor uniform.
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/developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/util/ |
Gles2ColoredTriangleList.java | 181 "uniform mat4 uMvpMatrix;\n" + 190 "uniform vec4 uColor;\n" + 198 /** Handle for uMvpMatrix uniform in vertex shader. */ 204 /** Handle for uColor uniform in fragment shader. */ 233 // Get a handle to the uMvpMatrix uniform in the vertex shader. 245 // Get a handle to fragment shader's uColor uniform.
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/development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/ |
Gles2ColoredTriangleList.java | 181 "uniform mat4 uMvpMatrix;\n" + 190 "uniform vec4 uColor;\n" + 198 /** Handle for uMvpMatrix uniform in vertex shader. */ 204 /** Handle for uColor uniform in fragment shader. */ 233 // Get a handle to the uMvpMatrix uniform in the vertex shader. 245 // Get a handle to fragment shader's uColor uniform.
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/external/autotest/client/deps/glbench/src/ |
windowmanagercompositingtest.cc | 124 "uniform sampler2D texture_sampler;" 166 "uniform sampler2D texture_sampler_0;" 167 "uniform sampler2D texture_sampler_1;" 224 "uniform sampler2D texture_sampler_0;" 225 "uniform sampler2D texture_sampler_1;" 226 "uniform sampler2D texture_sampler_2;"
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/external/libdrm/include/drm/ |
vc4_drm.h | 98 /* Pointer to uniform data and texture handles for the textures 101 * For each shader state record, there is a set of uniform data in the 103 * uniform data has a __u32 index into bo_handles per texture 106 * uniform data. 108 * The individual uniform state blocks don't have sizes passed in, 126 /* Size in bytes of the uniform state. */
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/external/skia/src/gpu/vk/ |
GrVkResourceProvider.h | 115 // Returns the compatible VkDescriptorSetLayout to use for uniform buffers. The caller does not 125 // Returns a GrVkDescriptorSet that can be used for uniform buffers. The GrVkDescriptorSet 140 // Creates or finds free uniform buffer resources of size GrVkUniformBuffer::kStandardSize. 144 // Signals that the resource passed to it (which should be a uniform buffer resource) 145 // can be reused by the next uniform buffer resource request. 249 // Array of available uniform buffer resources
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