/external/deqp/modules/gles3/functional/ |
H A D | es3fShaderLoopTests.cpp | 147 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 [all...] |
/external/deqp/modules/gles2/functional/ |
H A D | es2fShaderLoopTests.cpp | 150 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 [all...] |
/external/deqp/modules/gles3/stress/ |
H A D | es3sLongRunningShaderTests.cpp | 81 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)
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/external/replicaisland/src/com/replica/replicaisland/ |
H A D | FadeDrawableComponent.java | 134 public void setupFade(float startOpacity, float endOpacity, float duration, int loopType, int function, float initialDelay) { argument 138 mLoopType = loopType;
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/external/chromium_org/third_party/angle/src/compiler/translator/ |
H A D | OutputGLSLBase.cpp | 808 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
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/external/deqp/modules/gles2/performance/ |
H A D | es2pShaderCompilationCases.cpp | 2952 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 [all...] |
/external/deqp/modules/gles3/performance/ |
H A D | es3pShaderCompilationCases.cpp | 2972 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 [all...] |