Searched defs:uniform (Results 1 - 25 of 34) sorted by relevance

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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
H A Dbrw_shader.cpp145 bool uniform = stage == MESA_SHADER_FRAGMENT; local
148 input, output, temp, uniform);
H A Dbrw_vec4.cpp402 * vector. The goal is to make elimination of unused uniform
436 /* Find which uniform vectors are actually used by the program. We
453 /* Now, figure out a packing of the live uniform vectors into our
465 /* Find the lowest place we can slot this uniform in. */
616 /* Only allow 32 registers (256 uniform components) as push constants,
625 * look for the most infrequently used uniform vec4s, but leave
634 /* Try to find an existing copy of this uniform in the pull
673 int uniform = inst->src[i].reg; local
678 pull_constant_loc[uniform]);
H A Dbrw_vec4_visitor.cpp227 * writemask, note that uniform packing and register allocation
457 * get stored, rather than in some global gl_shader_program uniform
492 /* Track the size of this uniform vector, for future packing of
840 /* Track how big the whole uniform variable is, in case we need to put a
2600 * uniform array access out to a pull constant buffer.
2612 * uniform in the pull constant buffer.
2624 int uniform = inst->src[i].reg; local
2629 if (pull_constant_loc[uniform] == -1) {
2630 const float **values = &prog_data->param[uniform * 4];
2632 pull_constant_loc[uniform]
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/external/chromium_org/third_party/skia/src/gpu/gl/
H A DGrGLProcessor.h50 TextureSampler(UniformHandle uniform, const GrTextureAccess& access) argument
51 : fSamplerUniform(uniform)
75 key; this function reads data from a GrProcessor and uploads any uniform variables required
H A DGrGLProgramDataManager.cpp27 Uniform& uniform = fUniforms[i]; local
32 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
33 uniform.fType = builderUniform.fVariable.getType();
35 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
38 uniform.fVSLocation = builderUniform.fLocation;
40 uniform.fVSLocation = kUnusedUniform;
43 uniform.fFSLocation = builderUniform.fLocation;
45 uniform.fFSLocation = kUnusedUniform;
67 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
100 // Once the uniform manage
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/external/mesa3d/src/mesa/drivers/dri/i965/
H A Dbrw_shader.cpp145 bool uniform = stage == MESA_SHADER_FRAGMENT; local
148 input, output, temp, uniform);
H A Dbrw_vec4.cpp402 * vector. The goal is to make elimination of unused uniform
436 /* Find which uniform vectors are actually used by the program. We
453 /* Now, figure out a packing of the live uniform vectors into our
465 /* Find the lowest place we can slot this uniform in. */
616 /* Only allow 32 registers (256 uniform components) as push constants,
625 * look for the most infrequently used uniform vec4s, but leave
634 /* Try to find an existing copy of this uniform in the pull
673 int uniform = inst->src[i].reg; local
678 pull_constant_loc[uniform]);
/external/chromium_org/third_party/angle/src/compiler/translator/
H A DUniformHLSL.cpp101 const Uniform *uniform = findUniformByName(name); local
102 ASSERT(uniform);
104 mUniformRegisterMap[uniform->name] = registerIndex;
106 unsigned int registerCount = HLSLVariableRegisterCount(*uniform, mOutputType);
108 if (gl::IsSampler(uniform->type))
127 const TIntermSymbol &uniform = *uniformIt->second; local
128 const TType &type = uniform.getType();
129 const TString &name = uniform.getSymbol();
135 uniforms += "uniform " + SamplerString(type) + " sampler_" + DecorateUniform(name, type) + ArrayString(type) +
138 uniforms += "uniform "
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/
H A DProgramD3D.cpp172 const gl::LinkedUniform &uniform = *uniforms[uniformIndex]; local
174 if (!gl::IsSampler(uniform.type))
176 if (uniform.isReferencedByVertexShader())
178 vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount);
180 if (uniform.isReferencedByFragmentShader())
182 fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount);
H A DShaderD3D.cpp269 const sh::Uniform &uniform = mUniforms[uniformIndex]; local
271 if (uniform.staticUse)
274 bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
278 mUniformRegisterMap[uniform.name] = index;
/external/deqp/framework/randomshaders/
H A DrsgUtils.cpp41 const ShaderInput* uniform = *i; local
42 if (addedUniforms.find(uniform->getVariable()->getName()) == addedUniforms.end())
44 addedUniforms.insert(uniform->getVariable()->getName());
45 uniforms.push_back(uniform);
119 const ShaderInput* uniform = *i; local
120 values.push_back(VariableValue(uniform->getVariable()));
121 computeRandomValue(rnd, values[values.size()-1].getValue(), uniform->getValueRange());
/external/deqp/modules/glshared/
H A DglsRandomShaderProgram.cpp89 const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx]; local
90 decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType()));
H A DglsUniformBlockCase.hpp196 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } argument
240 BUFFERMODE_SINGLE = 0, //!< Single buffer shared between uniform blocks.
/external/opencv/cv/src/
H A Dcvthresh.cpp208 bool uniform = false; local
236 uniform = true;
244 if( uniform )
268 if( uniform )
/external/skia/src/gpu/gl/
H A DGrGLProgramEffects.h79 TextureSampler(UniformHandle uniform, const GrTextureAccess& access) argument
80 : fSamplerUniform(uniform)
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/
H A Dr300_texture.c113 boolean uniform = TRUE; local
259 uniform = uniform && desc->channel[0].size == desc->channel[i].size;
262 /* Non-uniform formats. */
263 if (!uniform) {
310 /* And finally, uniform formats. */
/external/mesa3d/src/gallium/drivers/r300/
H A Dr300_texture.c113 boolean uniform = TRUE; local
259 uniform = uniform && desc->channel[0].size == desc->channel[i].size;
262 /* Non-uniform formats. */
263 if (!uniform) {
310 /* And finally, uniform formats. */
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/r600/
H A Dr600_texture.c847 boolean uniform = TRUE; local
1014 uniform = uniform && desc->channel[0].size == desc->channel[i].size;
1017 /* Non-uniform formats. */
1018 if (!uniform) {
1061 /* uniform formats */
/external/mesa3d/src/gallium/drivers/r600/
H A Dr600_texture.c847 boolean uniform = TRUE; local
1014 uniform = uniform && desc->channel[0].size == desc->channel[i].size;
1017 /* Non-uniform formats. */
1018 if (!uniform) {
1061 /* uniform formats */
/external/chromium_org/third_party/WebKit/public/platform/
H A DWebGraphicsContext3D.h406 virtual void bindUniformLocationCHROMIUM(WebGLId program, WGC3Dint location, const WGC3Dchar* uniform) { } argument
/external/chromium_org/gpu/command_buffer/service/
H A Dprogram_manager.cc37 explicit UniformType(const ShaderTranslator::VariableInfo uniform) argument
38 : type(uniform.type),
39 size(uniform.size),
40 precision(uniform.precision) { }
553 std::string info_log = "Name conflicts between an uniform and an "
1031 // If a uniform is already in the map, i.e., it has already been
H A Dprogram_manager_unittest.cc579 Program::UniformInfo* uniform = const_cast<Program::UniformInfo*>( local
581 ASSERT_TRUE(uniform != NULL && kUniform3Size == 2);
582 EXPECT_EQ(kUniform3Size, uniform->size);
583 uniform->element_locations[1] = -1;
694 // Check that we skipped the "gl_" uniform.
698 // as the "gl_" uniform we skipped.
1039 // Some drivers optimize out unused uniform array elements, so their
1048 Program::UniformInfo* uniform = const_cast<Program::UniformInfo*>( local
1050 ASSERT_TRUE(uniform != NULL);
1052 uniform
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/external/chromium_org/third_party/angle/src/libGLESv2/
H A DvalidationES.cpp1062 // Silently ignore the uniform command
1072 LinkedUniform *uniform = programBinary->getUniformByLocation(location); local
1074 // attempting to write an array to a non-array uniform is an INVALID_OPERATION
1075 if (uniform->elementCount() == 1 && count > 1)
1081 *uniformOut = uniform;
1087 // Check for ES3 uniform entry points
1094 LinkedUniform *uniform = NULL; local
1095 if (!ValidateUniformCommonBase(context, uniformType, location, count, &uniform))
1101 bool samplerUniformCheck = (IsSampler(uniform->type) && uniformType == GL_INT);
1102 if (!samplerUniformCheck && uniformType != uniform
1129 LinkedUniform *uniform = NULL; local
1905 LinkedUniform *uniform = programBinary->getUniformByLocation(location); local
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/radeonsi/
H A Dsi_state.c1070 boolean uniform = TRUE; local
1120 uniform = uniform && desc->channel[0].size == desc->channel[i].size;
1123 /* Non-uniform formats. */
1124 if (!uniform) {
1154 /* uniform formats */
/external/chromium_org/third_party/mesa/src/src/glsl/
H A Dast.h369 unsigned uniform:1; member in struct:ast_type_qualifier::__anon14251::__anon14252
541 * Flag indicating that these declarators are in a uniform block,

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