/external/webrtc/webrtc/base/ |
random.cc | 24 // Casting the output to 32 bits will give an almost uniform number. 27 // Uniform would be Pr[x=k] = 2^32 / 2^64 for all 32-bit integers k. 29 // If x / 2^32 is uniform on [0,1), then x / 2^32 * (t+1) is uniform on 30 // the interval [0,t+1), so the integer part is uniform on [0,t]. 70 // Creating a Normal distribution variable from two independent uniform 82 double uniform = Rand<double>(); local 83 return -log(uniform) / lambda;
|
/cts/tests/openglperf2/assets/fragment/ |
water | 15 uniform vec3 u_LightPos; 16 uniform sampler2D u_Texture1; 17 uniform sampler2D u_Texture2; 18 uniform int u_Time;
|
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/Content/ |
VertShader.cpp | 20 "uniform highp mat4 MVPMatrix;\r\n"
21 "uniform mediump vec3 LightDirection;\r\n"
22 "uniform mediump\tfloat DisplacementFactor;\r\n"
27 "uniform sampler2D sDisMap;\r\n"
|
/external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES2/ |
PVRTPrint3DShaders.h | 18 "uniform sampler2D\tsampler2d;\n" 39 "uniform highp mat4\t\tmyMVPMatrix;\n" 57 "uniform sampler2D\tsampler2d;\n" 75 "uniform highp mat4\t\tmyMVPMatrix;\n"
|
/external/tensorflow/tensorflow/contrib/layers/python/layers/ |
initializers.py | 31 def xavier_initializer(uniform=True, seed=None, dtype=dtypes.float32): 43 same in all layers. In uniform distribution this ends up being the range: 48 uniform: Whether to use uniform or normal distributed random initialization. 57 uniform=uniform, seed=seed, dtype=dtype) 62 def variance_scaling_initializer(factor=2.0, mode='FAN_IN', uniform=False, 84 `factor=2.0 mode='FAN_IN' uniform=False` 87 `factor=1.0 mode='FAN_IN' uniform=True` 91 `factor=1.0 mode='FAN_AVG' uniform=True. [all...] |
/cts/tests/openglperf2/jni/graphics/ |
Renderer.h | 49 GLuint mFboTexUniformHandle;// Frame buffer texture uniform handle 50 GLuint mFboXOffsetUniformHandle;// Frame buffer x offset uniform handle 51 GLuint mFboYOffsetUniformHandle;// Frame buffer y offset uniform handle
|
/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/Content/ |
SkinnedFragShader.cpp | 16 "uniform sampler2D sTexture;\n"
17 "uniform sampler2D sNormalMap;\n"
18 "uniform bool bUseDot3;\n"
|
/external/tensorflow/tensorflow/core/api_def/base_api/ |
api_def_RandomUniformInt.pbtxt | 24 A tensor of the specified shape filled with uniform random integers. 41 summary: "Outputs random integers from a uniform distribution." 43 The generated values are uniform integers in the range `[minval, maxval)`.
|
/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/ |
ImageShader.java | 71 "uniform sampler2D tex_sampler_0;\n" + 204 GLToolbox.checkGlError("Initializing uniform"); 321 GLToolbox.checkGlError("Set uniform value (" + uniformName + ")"); 328 GLToolbox.checkGlError("Set uniform value (" + uniformName + ")"); 332 ProgramUniform uniform = getProgramUniform(uniformName, true); local 335 switch (uniform.getType()) { 337 checkUniformAssignment(uniform, len, 1); 338 GLES20.glUniform1iv(uniform.getLocation(), len, values, 0); 341 checkUniformAssignment(uniform, len, 2); 342 GLES20.glUniform2iv(uniform.getLocation(), len / 2, values, 0) 361 ProgramUniform uniform = getProgramUniform(uniformName, true); local 745 ProgramUniform uniform = new ProgramUniform(mProgram, i); local 746 mUniforms.put(uniform.getName(), uniform); local [all...] |
/external/deqp/data/gles3/shaders/ |
linkage.test | 84 values { uniform bool u_false = false; } 112 values { uniform bool u_false = false; } 138 values { uniform bool u_false = false; } 165 values { uniform bool u_false = false; } [all...] |
/external/deqp/data/gles2/shaders/ |
qualification_order.test | 18 uniform mediump float x1; 34 uniform mediump float x1; 53 uniform mediump float x1; 69 uniform mediump float x1; 88 uniform float x1; 104 uniform float x1; 127 mediump uniform float x1; 143 mediump uniform float x1; 162 uniform mediump float x1; 178 uniform mediump float x1 [all...] |
/external/mesa3d/src/gallium/drivers/vc4/ |
vc4_reorder_uniforms.c | 27 * After optimization has occurred, rewrites the shader to have uniform reads 31 * without worrying about how the hardware has the "each uniform read bumps 32 * the uniform read address" property. 64 /* If we've got two uniform references in this 66 * uniform value.
|
/external/skia/src/gpu/gl/ |
GrGLProgramDataManager.h | 50 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 51 * array of uniforms. arrayCount must be <= the array count of the uniform. 64 // arrayCount matrices into a uniform array. 81 struct Uniform { 103 SkTArray<Uniform, true> fUniforms;
|
/external/skia/src/gpu/glsl/ |
GrGLSLProgramDataManager.h | 27 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 28 * array of uniforms. arrayCount must be <= the array count of the uniform. 41 // arrayCount matrices into a uniform array. 49 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform 52 // convenience method for uploading a SkMatrix44 to a 4x4 matrix uniform
|
/external/skqp/src/gpu/gl/ |
GrGLProgramDataManager.h | 50 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 51 * array of uniforms. arrayCount must be <= the array count of the uniform. 64 // arrayCount matrices into a uniform array. 81 struct Uniform { 103 SkTArray<Uniform, true> fUniforms;
|
/external/skqp/src/gpu/glsl/ |
GrGLSLProgramDataManager.h | 27 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 28 * array of uniforms. arrayCount must be <= the array count of the uniform. 41 // arrayCount matrices into a uniform array. 49 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform 52 // convenience method for uploading a SkMatrix44 to a 4x4 matrix uniform
|
/hardware/qcom/display/msm8909/gpu_tonemapper/ |
rgba_inverse_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/ |
rgba_inverse_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/ |
rgba_inverse_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/eigen/Eigen/src/Geometry/ |
Scaling.h | 19 * \brief Represents a generic uniform scaling transformation 23 * This class represent a uniform scaling transformation. It is the return 47 /** Constructs and initialize a uniform scaling transformation */ 53 /** Concatenates two uniform scaling */ 57 /** Concatenates a uniform scaling and a translation */ 61 /** Concatenates a uniform scaling and an affine transformation */ 70 /** Concatenates a uniform scaling and a linear transformation matrix */ 110 /** Concatenates a linear transformation matrix and a uniform scaling 120 /** Constructs a uniform scaling from scale factor \a s */ 122 /** Constructs a uniform scaling from scale factor \a s * [all...] |
/cts/hostsidetests/sustainedperf/shadertoy_android/jni/ |
shadertoy_shader.cpp | 94 uniform vec3 iResolution;
95 uniform float iGlobalTime;
96 uniform vec4 iMouse;
97 uniform int iFrame;
98 uniform float iTimeDelta;
99 uniform vec3 iChannelResolution[4];
100 uniform sampler2D iChannel0;
|
/external/skia/src/gpu/vk/ |
GrVkPipelineStateDataManager.cpp | 27 Uniform& uniform = fUniforms[i]; local 32 uniform.fArrayCount = uniformInfo.fVariable.getArrayCount(); 33 uniform.fType = uniformInfo.fVariable.getType(); 37 uniform.fBinding = GrVkUniformHandler::kGeometryBinding; 40 uniform.fBinding = GrVkUniformHandler::kFragBinding; 42 uniform.fOffset = uniformInfo.fUBOffset; 46 void* GrVkPipelineStateDataManager::getBufferPtrAndMarkDirty(const Uniform& uni) const { 61 const Uniform& uni = fUniforms[u.toIndex()]; 71 const Uniform& uni = fUniforms[u.toIndex()] [all...] |
/external/skqp/src/gpu/vk/ |
GrVkPipelineStateDataManager.cpp | 27 Uniform& uniform = fUniforms[i]; local 32 uniform.fArrayCount = uniformInfo.fVariable.getArrayCount(); 33 uniform.fType = uniformInfo.fVariable.getType(); 37 uniform.fBinding = GrVkUniformHandler::kGeometryBinding; 40 uniform.fBinding = GrVkUniformHandler::kFragBinding; 42 uniform.fOffset = uniformInfo.fUBOffset; 46 void* GrVkPipelineStateDataManager::getBufferPtrAndMarkDirty(const Uniform& uni) const { 61 const Uniform& uni = fUniforms[u.toIndex()]; 71 const Uniform& uni = fUniforms[u.toIndex()] [all...] |
/external/deqp/external/openglcts/modules/common/ |
glcUniformBlockCase.hpp | 24 * \brief Uniform block tests. 35 // Uniform block details. 57 UNUSED_VERTEX = (1 << 10), //!< Uniform or struct member is not read in vertex shader. 58 UNUSED_FRAGMENT = (1 << 11), //!< Uniform or struct member is not read in fragment shader. 214 class Uniform 217 Uniform(const char* name, const VarType& type, deUint32 flags = 0); 241 typedef std::vector<Uniform>::iterator Iterator; 242 typedef std::vector<Uniform>::const_iterator ConstIterator; 279 void addUniform(const Uniform& uniform) [all...] |
/external/deqp/modules/glshared/ |
glsUniformBlockCase.hpp | 23 * \brief Uniform block tests. 40 // Uniform block details. 62 UNUSED_VERTEX = (1<<10), //!< Uniform or struct member is not read in vertex shader. 63 UNUSED_FRAGMENT = (1<<11), //!< Uniform or struct member is not read in fragment shader. 164 class Uniform 167 Uniform (const char* name, const VarType& type, deUint32 flags = 0); 182 typedef std::vector<Uniform>::iterator Iterator; 183 typedef std::vector<Uniform>::const_iterator ConstIterator; 196 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); [all...] |