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  /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" +
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" +
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" +
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" +
DuotoneFilter.java 45 "uniform sampler2D tex_sampler_0;\n" +
46 "uniform vec3 first;\n" +
47 "uniform vec3 second;\n" +
FillLightFilter.java 44 "uniform sampler2D tex_sampler_0;\n" +
45 "uniform float mult;\n" +
46 "uniform float igamma;\n" +
TintFilter.java 42 "uniform sampler2D tex_sampler_0;\n" +
43 "uniform vec3 tint;\n" +
44 "uniform vec3 color_ratio;\n" +
  /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*()
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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")
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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.
  /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"
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  /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
  /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.
  /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.
  /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
  /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
  /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.
  /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.
  /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.
  /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.
  /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;"
  /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. */
  /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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