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  /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.
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  /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
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  /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; }
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  /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
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  /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);
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