/external/deqp/external/openglcts/modules/gles31/ |
es31cComputeShaderTests.cpp | 759 << ");" NL "layout(std140) uniform InputBuffer {" NL " vec4 data[" 947 << ");" NL "uniform sampler2D g_sampler0;" NL "uniform lowp sampler3D g_sampler1;" NL 948 "uniform mediump sampler2DArray g_sampler2;" NL "layout(std430) buffer OutputBuffer {" NL " vec4 data0[" [all...] |
es31cTextureGatherTests.cpp | 287 return "uniform mediump sampler2D tex_2d; \n" 288 "uniform mediump isamplerCube itex_cube; \n" 289 "uniform mediump usampler2DArray utex_2da; \n" 291 "uniform mediump sampler2DShadow tex_2ds; \n" 292 "uniform mediump samplerCubeShadow tex_cubes; \n" 293 "uniform mediump sampler2DArrayShadow tex_2das; \n"; 779 return "uniform mediump sampler2D my_sampler; \n"; 849 "uniform mediump vec4 cs_in; \n" + [all...] |
/external/deqp/external/openglcts/modules/glesext/gpu_shader5/ |
esextcGPUShader5SamplerArrayIndexing.cpp | 271 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 0 to samplers[0] uniform location!"); 276 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 1 to samplers[1] uniform location!"); 281 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 2 to samplers[2] uniform location!"); 286 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 3 to samplers[3] uniform location!"); 363 "uniform sampler2D samplers[4];\n"
|
esextcGPUShader5FmaAccuracy.cpp | 58 "uniform uint uni_number_of_steps;\n" 85 "uniform uint uni_number_of_steps;\n" 373 /* Uniform location */ 376 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to get uniform location"); 380 TCU_FAIL("Unexpected inactive uniform location"); 400 /* Set uniform data */ 402 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to set uniform data");
|
/external/deqp/external/vulkancts/modules/vulkan/protected_memory/ |
vktProtectedMemImageValidator.cpp | 48 // set = 0, location = 0 -> uniform *sampler2D u_protectedImage 50 // set = 0, location = 2 -> uniform Data (2 * vec2 + 4 * vec4) 54 "layout(set=0, binding=0) uniform ${SAMPLER_TYPE} u_protectedImage;\n" 62 "layout(set=0, binding=2) uniform Data\n" 146 // Set the reference uniform data
|
/external/deqp/modules/gles31/functional/ |
es31fLayoutBindingTests.cpp | 106 << "uniform highp int u_arrayNdx;\n\n" 152 << "uniform highp int u_arrayNdx;\n\n" 169 << "uniform highp int u_arrayNdx;\n\n" 214 << "uniform highp int u_arrayNdx;\n\n" 258 << "uniform highp int u_arrayNdx;\n\n" 402 GLU_EXPECT_NO_ERROR(gl.getError(), "Querying available uniform numbers failed"); 404 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage; 405 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the fragment shader: " << maxFragmentUnits << tcu::TestLog::EndMessage; 406 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum combined units for uniform type: " << maxCombinedUnits << tcu::TestLog::EndMessage; 407 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum binding point for uniform type: " << numBindingPoints-1 << tcu::TestLog::EndMessage [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_fs.h | 296 /** Number of uniform variable components visited. */ 303 * Array mapping UNIFORM register numbers to the pull parameter index, 304 * or -1 if this uniform register isn't being uploaded as a pull constant. 309 * Array mapping UNIFORM register numbers to the push parameter index, 310 * or -1 if this uniform register isn't being uploaded as a push constant.
|
brw_vec4_copy_propagation.cpp | 322 if (value.file != UNIFORM && 329 * propagating from a uniform. 338 * If we then copy-propagate the source from a uniform we also end up with a 341 if (inst->exec_size == 4 && value.file == UNIFORM && 365 if ((has_source_modifiers || value.file == UNIFORM || 389 (value.file == UNIFORM || 489 * from the same type file (IMM, VGRF, UNIFORM), and try
|
/frameworks/base/libs/hwui/ |
Program.h | 351 * Returns the OpenGL name of the specified uniform. 384 * Name of the transform uniform. 389 * Name of the projection uniform. 407 * Adds a uniform with the specified name. 409 * @return The OpenGL name of the uniform.
|
/cts/tests/tests/text/src/android/text/cts/ |
BidiFormatterTest.java | 101 // Uniform directionality in opposite context. 102 assertEquals("uniform dir opposite to LTR context", 105 assertEquals("uniform dir opposite to LTR context, stereo reset", 108 assertEquals("uniform dir opposite to LTR context, stereo reset, no isolation", 114 assertEquals("uniform dir opposite to RTL context", 117 assertEquals("uniform dir opposite to RTL context, stereo reset", 120 assertEquals("uniform dir opposite to RTL context, stereo reset, no isolation",
|
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
vktShaderRenderDerivateTests.cpp | 732 instance.useSampler(2u, 0u); // To the uniform binding location 2 bind the texture 0 871 "layout(binding = 0, std140) uniform Scale { ${PRECISION} ${DATATYPE} u_scale; };\n" 872 "layout(binding = 1, std140) uniform Bias { ${PRECISION} ${DATATYPE} u_bias; }; \n" [all...] |
/external/mesa3d/src/compiler/glsl/tests/ |
set_uniform_initializer_tests.cpp | 44 * Index of the uniform to be tested. 48 * of the slot for the uniform being tested. 53 * Name of the uniform to be tested. 92 * Create some uniform storage for a program. 317 * uniform that it initializes. In the real compiler and linker this can 318 * happen when a uniform array is compacted because some of the tail 319 * elements are not used. In this case, the type of the uniform will be
|
uniform_initializer_utils.cpp | 43 * Verfiy that markers past the end of the real uniform are unmodified 190 * Verify that the data stored for the uniform matches the initializer 192 * \param storage Backing storage for the uniform
|
/external/python/cpython2/Doc/library/ |
random.rst | 14 For integers, uniform selection from a range. For sequences, uniform selection 18 On the real line, there are functions to compute uniform, normal (Gaussian), 203 .. function:: uniform(a, b) 273 *kappa* is equal to zero, this distribution reduces to a uniform random angle 323 >>> random.uniform(1, 10) # Random float x, 1.0 <= x < 10.0 345 equidistributed uniform pseudorandom number generator", ACM Transactions on
|
/external/tensorflow/tensorflow/core/kernels/ |
parameterized_truncated_normal_op.cc | 74 typedef random::UniformDistribution<random::PhiloxRandom, T> Uniform; 75 Uniform dist; 77 // Vectorized intermediate calculations for uniform rejection sampling. 128 // Sample from a uniform distribution on [normMin, normMax]. 149 // If we run out of iterations, just use the current uniform 219 // The cost of a single uniform sampling round. 229 // Assume we use uniform sampling, and accept the 2nd sample on average.
|
/hardware/qcom/display/msm8084/libcopybit/ |
c2dExt.h | 142 struct c2d_uniform { /*!< C2D uniform structure */ 143 char * u_name; /*!< uniform name */ 144 int u_name_len; /*!< uniform name length */ 145 void* u_data; /*!< uniform data buffer */ 146 uint32 u_data_len; /*!< uniform data buffer length */ 155 struct c2d_uniform* uniform_list; /*!< uniform list in the shader */ 156 uint32 uniform_count; /*!< uniform count in the shader*/
|
/prebuilts/ndk/r16/sources/third_party/shaderc/libshaderc_util/include/libshaderc_util/ |
compiler.h | 130 // Types of uniform variables. 139 // Uniform Buffer Object, or UBO, in GLSL. 144 // Uniform Access View, in HLSL. (Writable storage image or storage 229 // uniform variables that don't have explicit bindings. 233 // for uniform resources of the given type, for all shader stages. The default 242 // for uniform resources of the given type for a specific shader stage. The 433 // The base binding number per uniform type, per stage, used when automatically
|
/external/deqp/modules/gles3/functional/ |
es3fShaderDerivateTests.cpp | 899 "uniform ${PRECISION} ${DATATYPE} u_scale;\n" 900 "uniform ${PRECISION} ${DATATYPE} u_bias;\n" [all...] |
/external/deqp/external/openglcts/modules/gl/ |
gl4cMultiBindTests.hpp | 407 * In compute shader declare the GL_MAX_COMPUTE_UNIFORM_BLOCKS uniform blocks: 409 * layout(std140, binding = 0) uniform B1 {vec4 a;} b1; 410 * layout(std140, binding = 0) uniform B2 {vec4 a;} b2; 414 * layout(std140, binding = (GL_MAX_COMPUTE_UNIFORM_BLOCKS-1)) uniform BX { 445 * In compute shader create the 4 of uniform blocks: 447 * layout(std140, binding = 0) uniform B1 {int a;} b1; 448 * layout(std140, binding = 1) uniform B2 {int a;} b2; 449 * layout(std140, binding = 2) uniform B4 {int a;} b3; 450 * layout(std140, binding = 3) uniform B4 {int a;} b4; 491 * - use R32UI textures instead of uniform blocks [all...] |
gl4cProgramInterfaceQueryTests.cpp | [all...] |
/external/mesa3d/src/compiler/glsl/ |
ast_array_index.cpp | 262 * "All indices used to index a uniform or shader storage block 266 * on uniform blocks but not shader storage blocks. 271 == ir_var_uniform ? "uniform" : "shader storage"); 297 * indexing with dynamically uniform expressions. Note that these are not 301 * dynamically uniform expression is undefined. 334 * in cases where the indexing expression is not dynamically uniform.
|
/external/tensorflow/tensorflow/python/kernel_tests/ |
svd_op_test.py | 136 x_np = np.random.uniform( 139 x_np += 1j * np.random.uniform( 218 a = np.random.uniform(low=-1.0, high=1.0, size=shape_).astype(dtype_) 220 a += 1j * np.random.uniform( 241 x_init = np.random.uniform( 244 x_init += 1j * np.random.uniform(
|
/external/deqp/data/gles2/shaders/ |
constants.test | 22 uniform float uni0 = [ 1.123 | 0.75 | -512.0 | -72.13 | 199.91 ]; 29 uniform float uni0; 491 uniform float theUniform;
|
/external/deqp/data/gles3/shaders/ |
conditionals.test | 298 uniform float uni0 = [ 0.0 ]; 421 uniform int u0; 482 uniform sampler2D s0;
|
/external/deqp/framework/opengl/simplereference/ |
sglrShaderProgram.cpp | 69 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const Uniform& v) 211 DE_FATAL("Invalid uniform name, uniform not found.");
|