/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/ |
H A D | brw_shader.cpp | 145 bool uniform = stage == MESA_SHADER_FRAGMENT; local 148 input, output, temp, uniform);
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H A D | brw_vec4.cpp | 402 * 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]);
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H A D | brw_vec4_visitor.cpp | 227 * 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] [all...] |
/external/chromium_org/third_party/skia/src/gpu/gl/ |
H A D | GrGLProcessor.h | 50 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
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H A D | GrGLProgramDataManager.cpp | 27 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 [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
H A D | brw_shader.cpp | 145 bool uniform = stage == MESA_SHADER_FRAGMENT; local 148 input, output, temp, uniform);
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H A D | brw_vec4.cpp | 402 * 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]);
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/external/chromium_org/third_party/angle/src/compiler/translator/ |
H A D | UniformHLSL.cpp | 101 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 " [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/ |
H A D | ProgramD3D.cpp | 172 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);
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H A D | ShaderD3D.cpp | 269 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;
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/external/deqp/framework/randomshaders/ |
H A D | rsgUtils.cpp | 41 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());
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/external/deqp/modules/glshared/ |
H A D | glsRandomShaderProgram.cpp | 89 const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx]; local 90 decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType()));
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H A D | glsUniformBlockCase.hpp | 196 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } argument 240 BUFFERMODE_SINGLE = 0, //!< Single buffer shared between uniform blocks.
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/external/opencv/cv/src/ |
H A D | cvthresh.cpp | 208 bool uniform = false; local 236 uniform = true; 244 if( uniform ) 268 if( uniform )
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/external/skia/src/gpu/gl/ |
H A D | GrGLProgramEffects.h | 79 TextureSampler(UniformHandle uniform, const GrTextureAccess& access) argument 80 : fSamplerUniform(uniform)
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/ |
H A D | r300_texture.c | 113 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. */
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/external/mesa3d/src/gallium/drivers/r300/ |
H A D | r300_texture.c | 113 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. */
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/r600/ |
H A D | r600_texture.c | 847 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 */
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/external/mesa3d/src/gallium/drivers/r600/ |
H A D | r600_texture.c | 847 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 */
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/external/chromium_org/third_party/WebKit/public/platform/ |
H A D | WebGraphicsContext3D.h | 406 virtual void bindUniformLocationCHROMIUM(WebGLId program, WGC3Dint location, const WGC3Dchar* uniform) { } argument
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/external/chromium_org/gpu/command_buffer/service/ |
H A D | program_manager.cc | 37 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
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H A D | program_manager_unittest.cc | 579 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 [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/ |
H A D | validationES.cpp | 1062 // 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 [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/radeonsi/ |
H A D | si_state.c | 1070 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 */
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/external/chromium_org/third_party/mesa/src/src/glsl/ |
H A D | ast.h | 369 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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