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  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/Content/
SceneVertShader.cpp 20 "uniform highp mat4 MVPMatrix;\n"
21 "uniform highp vec3 LightDirection;\n"
22 "uniform highp float MaterialBias;\n"
23 "uniform highp float MaterialScale;\n"
FragShader.cpp 18 "uniform sampler2D sTexture;\n"
19 "uniform mediump sampler3D\t\tsColourLUT;\n"
  /frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/
AlphaBlendFilter.java 31 "uniform sampler2D tex_sampler_0;\n" +
32 "uniform sampler2D tex_sampler_1;\n" +
33 "uniform sampler2D tex_sampler_2;\n" +
34 "uniform float weight;\n" +
  /external/skia/src/gpu/effects/
GrMagnifierEffect.fp 8 in uniform sampler2D src;
10 uniform float4 boundsUniform;
12 in uniform float xInvZoom;
13 in uniform float yInvZoom;
14 in uniform float xInvInset;
15 in uniform float yInvInset;
17 uniform half2 offset;
  /external/skqp/src/gpu/effects/
GrMagnifierEffect.fp 8 in uniform sampler2D src;
10 uniform float4 boundsUniform;
12 in uniform float xInvZoom;
13 in uniform float yInvZoom;
14 in uniform float xInvInset;
15 in uniform float yInvInset;
17 uniform half2 offset;
  /external/deqp/data/gles3/shaders/
qualification_order.test 21 uniform highp float x2;
40 uniform highp float x2;
62 uniform highp float x2;
81 uniform highp float x2;
103 uniform float x2;
122 uniform float x2;
144 uniform highp float x2;
163 uniform highp float x2;
185 uniform highp float x2;
204 uniform highp float x2
    [all...]
  /hardware/qcom/display/msm8909/gpu_tonemapper/
forward_tonemap.inl 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n"
25 "layout(binding = 1) uniform sampler3D tonemapper; \n"
26 "layout(binding = 2) uniform sampler2D xform; \n"
27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
  /hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
forward_tonemap.inl 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n"
25 "layout(binding = 1) uniform sampler3D tonemapper; \n"
26 "layout(binding = 2) uniform sampler2D xform; \n"
27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
  /hardware/qcom/display/msm8998/gpu_tonemapper/
forward_tonemap.inl 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n"
25 "layout(binding = 1) uniform sampler3D tonemapper; \n"
26 "layout(binding = 2) uniform sampler2D xform; \n"
27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
  /external/deqp/external/openglcts/modules/common/
glcShaderStructTests.cpp 217 << "uniform int ui_one;"
236 << "uniform int ui_zero;"
237 << "uniform int ui_one;"
260 << "uniform int ui_one;"
283 << "uniform int ui_zero;"
284 << "uniform int ui_one;"
285 << "uniform int ui_two;"
308 << "uniform int ui_zero;"
309 << "uniform int ui_one;"
310 << "uniform int ui_two;
    [all...]
  /external/skia/src/gpu/gl/
GrGLProgramDataManager.cpp 25 Uniform& uniform = fUniforms[i]; local
30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
31 uniform.fType = builderUniform.fVariable.getType();
33 uniform.fLocation = builderUniform.fLocation;
65 const Uniform& uni = fUniforms[u.toIndex()];
76 const Uniform& uni = fUniforms[u.toIndex()];
86 const Uniform& uni = fUniforms[u.toIndex()];
97 const Uniform& uni = fUniforms[u.toIndex()];
102 // Once the uniform manager is responsible for inserting the duplicate unifor
    [all...]
  /external/skqp/src/gpu/gl/
GrGLProgramDataManager.cpp 25 Uniform& uniform = fUniforms[i]; local
30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
31 uniform.fType = builderUniform.fVariable.getType();
33 uniform.fLocation = builderUniform.fLocation;
65 const Uniform& uni = fUniforms[u.toIndex()];
76 const Uniform& uni = fUniforms[u.toIndex()];
86 const Uniform& uni = fUniforms[u.toIndex()];
97 const Uniform& uni = fUniforms[u.toIndex()];
102 // Once the uniform manager is responsible for inserting the duplicate unifor
    [all...]
  /external/eigen/unsupported/test/
openglsupport.cpp 35 VERIFY((loc!=-1) && "uniform not found"); \
48 VERIFY((loc!=-1) && "uniform not found"); \
217 // uniform
225 "uniform vec2 v2f;\n"
226 "uniform vec3 v3f;\n"
227 "uniform vec4 v4f;\n"
228 "uniform ivec2 v2i;\n"
229 "uniform ivec3 v3i;\n"
230 "uniform ivec4 v4i;\n"
231 "uniform mat2 m2f;\n
    [all...]
  /external/tensorflow/tensorflow/core/lib/random/
simple_philox.h 44 // Uniform float in [0, 1)
47 // Uniform double in [0, 1)
53 // Uniform integer in [0, n).
55 uint32 Uniform(uint32 n);
57 // Approximately uniform integer in [0, n).
62 bool OneIn(uint32 n) { return Uniform(n) == 0; }
  /external/deqp/external/openglcts/modules/glesext/texture_buffer/
esextcTextureBufferActiveUniformValidation.hpp 28 * \brief Texture Buffer - Active Uniform Value Validation (Test 8)
41 * uniform variables of the type:
52 * Write a fragment shader that defines the following uniform variables:
54 * uniform highp samplerBuffer sampler_buffer;
55 * uniform highp isamplerBuffer isampler_buffer;
56 * uniform highp usamplerBuffer usampler_buffer;
58 * Make sure each of the uniform variables will be considered active.
59 * A uniform variable is considered active if it is determined during the link
75 * about the uniform variable by calling glGetActiveUniform.
88 * Create an array holding uniform variables' indices ranging fro
    [all...]
  /cts/tests/openglperf2/assets/vertex/
water 15 uniform mat4 u_MVPMatrix;
16 uniform mat4 u_MVMatrix;
  /external/deqp/android/cts/nyc/src/
vk-master.txt     [all...]
  /external/deqp/android/cts/nyc/
vk-master.txt     [all...]
  /external/deqp/doc/testspecs/GLES31/
functional.program_uniform.txt 19 Program-specific Uniform Assignment Tests
25 + Assigning uniform values for a single program with glProgramUniform*
26 + Various uniform types
40 The glProgramUniform* tests use the alternative uniform assignment API (in
41 contrast to the glUniform* functions) for assigning uniform values to a
45 structs, and nested structures with arrays. Each active uniform is assigned
52 To verify that the correct uniform values were assigned, either the uniform
  /external/deqp/external/vulkancts/mustpass/1.0.0/src/
master.txt     [all...]
  /external/deqp/external/vulkancts/mustpass/1.0.0/
vk-default.txt     [all...]
  /external/deqp/external/vulkancts/mustpass/1.0.1/src/
master.txt     [all...]
  /external/deqp/external/vulkancts/mustpass/1.0.1/
vk-default.txt     [all...]
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/Content/
DefaultVertShader.cpp 19 "uniform highp mat4 MVPMatrix;\n"
20 "uniform float\tfUOffset;\n"
  /external/tensorflow/tensorflow/core/api_def/base_api/
api_def_StatelessRandomUniform.pbtxt 27 summary: "Outputs deterministic pseudorandom random values from a uniform distribution."
29 The generated values follow a uniform distribution in the range `[0, 1)`. The

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