Searched refs:loopType (Results 1 - 7 of 7) sorted by relevance

/external/deqp/modules/gles3/functional/
H A Des3fShaderLoopTests.cpp147 static const char* getLoopTypeName (LoopType loopType) argument
157 DE_ASSERT(deInBounds32((int)loopType, 0, LOOPTYPE_LAST));
158 return s_names[(int)loopType];
243 static ShaderLoopCase* createGenericLoopCase (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopType loopType, LoopCountType loopCountType, Precision loopCountPrecision, DataType loopCountDataType) argument
379 if (loopType == LOOPTYPE_FOR)
386 else if (loopType == LOOPTYPE_WHILE)
395 else if (loopType == LOOPTYPE_DO_WHILE)
441 static ShaderLoopCase* createSpecialLoopCase (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopCase loopCase, LoopType loopType, LoopCountType loopCountType) argument
517 if (loopType == LOOPTYPE_FOR)
688 else if (loopType
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/external/deqp/modules/gles2/functional/
H A Des2fShaderLoopTests.cpp150 static const char* getLoopTypeName (LoopType loopType) argument
160 DE_ASSERT(deInBounds32((int)loopType, 0, LOOPTYPE_LAST));
161 return s_names[(int)loopType];
275 static ShaderLoopCase* createGenericLoopCase (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopType loopType, LoopCountType loopCountType, Precision loopCountPrecision, DataType loopCountDataType) argument
407 if (loopType == LOOPTYPE_FOR)
414 else if (loopType == LOOPTYPE_WHILE)
423 else if (loopType == LOOPTYPE_DO_WHILE)
467 if (loopType == LOOPTYPE_FOR)
483 static ShaderLoopCase* createSpecialLoopCase (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopCase loopCase, LoopType loopType, LoopCountType loopCountType) argument
561 if (loopType
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/external/deqp/modules/gles3/stress/
H A Des3sLongRunningShaderTests.cpp81 LoopType loopType; member in struct:deqp::gles3::Stress::__anon20252::LongRunningShaderCase::Params
171 if (params.loopType == LOOPTYPE_FOR)
176 else if (params.loopType == LOOPTYPE_WHILE)
186 DE_ASSERT(params.loopType == LOOPTYPE_DO_WHILE);
265 ^ deInt32Hash(params.loopType)
/external/replicaisland/src/com/replica/replicaisland/
H A DFadeDrawableComponent.java134 public void setupFade(float startOpacity, float endOpacity, float duration, int loopType, int function, float initialDelay) { argument
138 mLoopType = loopType;
/external/chromium_org/third_party/angle/src/compiler/translator/
H A DOutputGLSLBase.cpp808 TLoopType loopType = node->getType(); local
809 if (loopType == ELoopFor) // for loop
839 else if (loopType == ELoopWhile) // while loop
848 ASSERT(loopType == ELoopDoWhile);
871 if (loopType == ELoopDoWhile) // do-while loop
/external/deqp/modules/gles2/performance/
H A Des2pShaderCompilationCases.cpp2952 for (int loopType = 0; loopType < (int)LOOP_LAST; loopType++)
2954 const char* loopTypeName = loopType == (int)LOOP_TYPE_STATIC ? "static"
2955 : loopType == (int)LOOP_TYPE_UNIFORM ? "uniform"
2956 : loopType == (int)LOOP_TYPE_DYNAMIC ? "dynamic"
2976 int loopIterCountMaxNdx = loopType != (int)LOOP_TYPE_STATIC ? 1 : DE_LENGTH_OF_ARRAY(loopIterCounts);
2991 validLoopTypeGroup->addChild(new ShaderCompilerLoopCase(context, validCaseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, (LoopType)loopType, numIterations, nestingDepth));
2992 cacheLoopTypeGroup->addChild(new ShaderCompilerLoopCase(context, validCaseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, (LoopType)loopType, numIterations, nestingDepth));
3006 if (loopType
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/external/deqp/modules/gles3/performance/
H A Des3pShaderCompilationCases.cpp2972 for (int loopType = 0; loopType < (int)LOOP_LAST; loopType++)
2974 const char* loopTypeName = loopType == (int)LOOP_TYPE_STATIC ? "static"
2975 : loopType == (int)LOOP_TYPE_UNIFORM ? "uniform"
2976 : loopType == (int)LOOP_TYPE_DYNAMIC ? "dynamic"
2996 int loopIterCountMaxNdx = loopType != (int)LOOP_TYPE_STATIC ? 1 : DE_LENGTH_OF_ARRAY(loopIterCounts);
3011 validLoopTypeGroup->addChild(new ShaderCompilerLoopCase(context, validCaseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, (LoopType)loopType, numIterations, nestingDepth));
3012 cacheLoopTypeGroup->addChild(new ShaderCompilerLoopCase(context, validCaseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, (LoopType)loopType, numIterations, nestingDepth));
3026 if (loopType
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