/third_party/ltp/testcases/open_posix_testsuite/conformance/interfaces/timer_gettime/ |
D | 1-4.c | 36 #define RESOLUTION 1000000 macro 50 itsset.it_interval.tv_nsec = 2 * RESOLUTION; in main() 78 (itsget.it_interval.tv_nsec / RESOLUTION != in main() 79 itsset.it_interval.tv_nsec / RESOLUTION)) { in main()
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/third_party/uboot/u-boot-2020.01/drivers/video/ |
D | fsl_diu_fb.c | 261 #define RESOLUTION(x, y) (((u32)(x) << 16) | (y)) in fsl_diu_init() macro 263 switch (RESOLUTION(xres, yres)) { in fsl_diu_init() 264 case RESOLUTION(800, 480): in fsl_diu_init() 267 case RESOLUTION(800, 600): in fsl_diu_init() 270 case RESOLUTION(1024, 768): in fsl_diu_init() 273 case RESOLUTION(1280, 1024): in fsl_diu_init() 276 case RESOLUTION(1280, 720): in fsl_diu_init() 279 case RESOLUTION(1920, 1080): in fsl_diu_init()
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D | fsl_dcu_fb.c | 22 #define RESOLUTION(x, y) (((u32)(x) << 16) | (y)) macro 397 switch (RESOLUTION(*win_x, *win_y)) { in fsl_probe_common() 398 case RESOLUTION(480, 272): in fsl_probe_common() 401 case RESOLUTION(640, 480): in fsl_probe_common() 407 case RESOLUTION(800, 480): in fsl_probe_common() 410 case RESOLUTION(1024, 600): in fsl_probe_common()
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/third_party/openGLES/extensions/EXT/ |
D | EXT_depth_bounds_test.txt | 86 RESOLUTION: After scissor test, before alpha test. In practice, 106 RESOLUTION: Normalized window-space depth values. This means 112 RESOLUTION: zmin must be less than or equal to zmax or an 121 RESOLUTION: glDepthBoundsEXT should mimic glDepthRange in parameter 126 RESOLUTION: No. These are totally independent pieces of state. 132 RESOLUTION: GL_ENABLE_BIT and GL_DEPTH_BUFFER_BIT. 138 RESOLUTION: There are NO interactions. The depth bounds test has 145 RESOLUTION: Yes, depth bounds testing affects all rasterized 150 RESOLUTION: The depth bounds test is performed per-sample when 155 RESOLUTION: For the purposes of the test, the bounds are converted to [all …]
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D | EXT_vertex_weighting.txt | 66 RESOLUTION: NO. Supports only one vertex weight and two modelview 72 RESOLUTION: GLfloat. Though the value of a weighting factors 79 RESOLUTION: 0 & 1. This is consistent with the way lights and 88 RESOLUTION: NO. The application must use MatrixMode and repeated 94 RESOLUTION: Must be the SAME size. This wastes a lot of memory 103 RESOLUTION: YES. 107 RESOLUTION: NO. The weights are always vw and 1-vw. 112 RESOLUTION: While it may not be 100% correct, the extension blends 130 RESOLUTION: Vertex weighting of normals is after the 137 RESOLUTION: YES, it should work with feedback and selection. [all …]
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D | EXT_stencil_clear_tag.txt | 102 RESOLUTION: Yes. The state controls the interpretation of 119 RESOLUTION: Yes. The stencil buffer contains raw stencil values 132 RESOLUTION: The upper n bits where n is the current value of 150 RESOLUTION: GL_INCR saturates to the value 2^(s-min(n,s))-1 161 RESOLUTION: Zero. This is consistent with the conventional 168 RESOLUTION: No. An actual clear to the stencil buffer needs to 176 RESOLUTION: Yes. glDrawPixels to stencil already abides by 193 RESOLUTION: Yes. So if you read stencil values from the 213 RESOLUTION: Yes, because glReadPixels and glDrawPixels are both 222 RESOLUTION: Yes. This makes a lot of sense because there are [all …]
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D | EXT_texture_lod_bias.txt | 67 RESOLUTION: Per-texture stage. This matches the Direct3D 107 RESOLUTION: BEFORE. This allows the texture lod bias to still 114 RESOLUTION: NO. The existing clamping in the specification 120 RESOLUTION: The MAX_TEXTURE_LOD_BIAS_EXT implementation constant 128 RESOLUTION; This is implementation dependent. Presumably,
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/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/ |
D | EXT_depth_bounds_test.txt | 86 RESOLUTION: After scissor test, before alpha test. In practice, 106 RESOLUTION: Normalized window-space depth values. This means 112 RESOLUTION: zmin must be less than or equal to zmax or an 121 RESOLUTION: glDepthBoundsEXT should mimic glDepthRange in parameter 126 RESOLUTION: No. These are totally independent pieces of state. 132 RESOLUTION: GL_ENABLE_BIT and GL_DEPTH_BUFFER_BIT. 138 RESOLUTION: There are NO interactions. The depth bounds test has 145 RESOLUTION: Yes, depth bounds testing affects all rasterized 150 RESOLUTION: The depth bounds test is performed per-sample when 155 RESOLUTION: For the purposes of the test, the bounds are converted to [all …]
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D | EXT_vertex_weighting.txt | 66 RESOLUTION: NO. Supports only one vertex weight and two modelview 72 RESOLUTION: GLfloat. Though the value of a weighting factors 79 RESOLUTION: 0 & 1. This is consistent with the way lights and 88 RESOLUTION: NO. The application must use MatrixMode and repeated 94 RESOLUTION: Must be the SAME size. This wastes a lot of memory 103 RESOLUTION: YES. 107 RESOLUTION: NO. The weights are always vw and 1-vw. 112 RESOLUTION: While it may not be 100% correct, the extension blends 130 RESOLUTION: Vertex weighting of normals is after the 137 RESOLUTION: YES, it should work with feedback and selection. [all …]
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D | EXT_stencil_clear_tag.txt | 102 RESOLUTION: Yes. The state controls the interpretation of 119 RESOLUTION: Yes. The stencil buffer contains raw stencil values 132 RESOLUTION: The upper n bits where n is the current value of 150 RESOLUTION: GL_INCR saturates to the value 2^(s-min(n,s))-1 161 RESOLUTION: Zero. This is consistent with the conventional 168 RESOLUTION: No. An actual clear to the stencil buffer needs to 176 RESOLUTION: Yes. glDrawPixels to stencil already abides by 193 RESOLUTION: Yes. So if you read stencil values from the 213 RESOLUTION: Yes, because glReadPixels and glDrawPixels are both 222 RESOLUTION: Yes. This makes a lot of sense because there are [all …]
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D | EXT_texture_lod_bias.txt | 67 RESOLUTION: Per-texture stage. This matches the Direct3D 107 RESOLUTION: BEFORE. This allows the texture lod bias to still 114 RESOLUTION: NO. The existing clamping in the specification 120 RESOLUTION: The MAX_TEXTURE_LOD_BIAS_EXT implementation constant 128 RESOLUTION; This is implementation dependent. Presumably,
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_arrays_of_arrays.txt | 337 RESOLUTION: Yes, allow this syntax. 347 RESOLUTION: Belongs in another extension. 353 RESOLUTION: Belongs in another extension. Probably will be 362 RESOLUTION: Belongs in another extension. 367 RESOLUTION: Belongs in another extension. 371 RESOLUTION: Yes. 375 RESOLUTION: Yes. 381 RESOLUTION: Yes. 385 RESOLUTION: Yes. 389 RESOLUTION: Yes. [all …]
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D | ARB_depth_clamp.txt | 78 RESOLUTION: No. Describing the functionality as capping is 86 RESOLUTION: All geometric primitives are affected by depth 98 RESOLUTION: When setting the raster position, clamp the raster 132 RESOLUTION: GL_ENABLE_BIT and GL_TRANSFORM_BIT. 137 RESOLUTION: The depth clamp operation occurs as part of the depth 146 RESOLUTION: No. 150 RESOLUTION: Yes. Depth clamping occurs immediately before the 155 RESOLUTION: No. The OpenGL Specification was revised in 2006/08 to
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D | ARB_shadow_ambient.txt | 62 RESOLUTION: Yes, if an advanced texture combine extension is not 102 RESOLUTION: TEXTURE_COMPARE_FAIL_VALUE_ARB since this extension 107 RESOLUTION: Probably. Even though this extension is phrased in 114 RESOLUTION: Yes. It serves the same purpose and avoids adding
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D | ARB_texture_cube_map.txt | 91 RESOLUTION: (s,t,r). Even if hardware uses "q" for the third 100 RESOLUTION: NO. Real applications and real implementations of 117 RESOLUTION: YES. This is the way that SPHERE_MAP works. It is 123 RESOLUTION: NO. But the following paragraph is useful for 139 RESOLUTION: Match the render man specification's names of "px" 148 RESOLUTION: The coordinate system is left-handed if you think 176 RESOLUTION: Leave undefined what happens in this case (but 186 RESOLUTION: YES. Cube map textures take up six times the 194 RESOLUTION: YES. This limitation is quite a reasonable limitation 214 RESOLUTION: Cube map texturing. In OpenGL 1.2, 3D takes [all …]
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/third_party/openGLES/extensions/ARB/ |
D | ARB_arrays_of_arrays.txt | 347 RESOLUTION: Yes, allow this syntax. 357 RESOLUTION: Belongs in another extension. 363 RESOLUTION: Belongs in another extension. Probably will be 372 RESOLUTION: Belongs in another extension. 377 RESOLUTION: Belongs in another extension. 381 RESOLUTION: Yes. 385 RESOLUTION: Yes. 391 RESOLUTION: Yes. 395 RESOLUTION: Yes. 399 RESOLUTION: Yes. [all …]
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D | ARB_depth_clamp.txt | 88 RESOLUTION: No. Describing the functionality as capping is 96 RESOLUTION: All geometric primitives are affected by depth 108 RESOLUTION: When setting the raster position, clamp the raster 142 RESOLUTION: GL_ENABLE_BIT and GL_TRANSFORM_BIT. 147 RESOLUTION: The depth clamp operation occurs as part of the depth 156 RESOLUTION: No. 160 RESOLUTION: Yes. Depth clamping occurs immediately before the 165 RESOLUTION: No. The OpenGL Specification was revised in 2006/08 to
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D | ARB_shadow_ambient.txt | 72 RESOLUTION: Yes, if an advanced texture combine extension is not 112 RESOLUTION: TEXTURE_COMPARE_FAIL_VALUE_ARB since this extension 117 RESOLUTION: Probably. Even though this extension is phrased in 124 RESOLUTION: Yes. It serves the same purpose and avoids adding
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D | ARB_texture_cube_map.txt | 101 RESOLUTION: (s,t,r). Even if hardware uses "q" for the third 110 RESOLUTION: NO. Real applications and real implementations of 127 RESOLUTION: YES. This is the way that SPHERE_MAP works. It is 133 RESOLUTION: NO. But the following paragraph is useful for 149 RESOLUTION: Match the render man specification's names of "px" 158 RESOLUTION: The coordinate system is left-handed if you think 186 RESOLUTION: Leave undefined what happens in this case (but 196 RESOLUTION: YES. Cube map textures take up six times the 204 RESOLUTION: YES. This limitation is quite a reasonable limitation 224 RESOLUTION: Cube map texturing. In OpenGL 1.2, 3D takes [all …]
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/third_party/openGLES/extensions/NV/ |
D | NV_multisample_filter_hint.txt | 59 RESOLUTION: Yes. Multisample filtering quality is subject to 70 RESOLUTION: It may not be until the next swap buffers or glClear 76 RESOLUTION: By default, NVIDIA expects to treat GL_DONT_CARE 83 RESOLUTION: No. NVIDIA's GeForce3 Quincunx filtering is one 90 RESOLUTION: Yes. 121 RESOLUTION: No. The number of multisample samples per pixel that 134 RESOLUTION: The multisample filter hint is treated as GL_DONT_CARE
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D | NV_depth_clamp.txt | 74 RESOLUTION: No. Describing the functionality as capping is 82 RESOLUTION: All geometric primitives are affected by depth 94 RESOLUTION: When setting the raster position, clamp the raster 128 RESOLUTION: GL_ENABLE_BIT and GL_TRANSFORM_BIT. 133 RESOLUTION: The depth clamp operation occurs as part of the depth 142 RESOLUTION: No. 146 RESOLUTION: Yes. Depth clamping occurs immediately before the 151 RESOLUTION: No. The core OpenGL specification (section 2.11) is
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/third_party/skia/third_party/externals/opengl-registry/extensions/NV/ |
D | NV_multisample_filter_hint.txt | 59 RESOLUTION: Yes. Multisample filtering quality is subject to 70 RESOLUTION: It may not be until the next swap buffers or glClear 76 RESOLUTION: By default, NVIDIA expects to treat GL_DONT_CARE 83 RESOLUTION: No. NVIDIA's GeForce3 Quincunx filtering is one 90 RESOLUTION: Yes. 121 RESOLUTION: No. The number of multisample samples per pixel that 134 RESOLUTION: The multisample filter hint is treated as GL_DONT_CARE
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D | NV_depth_clamp.txt | 74 RESOLUTION: No. Describing the functionality as capping is 82 RESOLUTION: All geometric primitives are affected by depth 94 RESOLUTION: When setting the raster position, clamp the raster 128 RESOLUTION: GL_ENABLE_BIT and GL_TRANSFORM_BIT. 133 RESOLUTION: The depth clamp operation occurs as part of the depth 142 RESOLUTION: No. 146 RESOLUTION: Yes. Depth clamping occurs immediately before the 151 RESOLUTION: No. The core OpenGL specification (section 2.11) is
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/third_party/openGLES/extensions/INTEL/ |
D | INTEL_map_texture.txt | 240 RESOLUTION: 252 RESOLUTION: 268 RESOLUTION: No. 273 RESOLUTION: 283 RESOLUTION: 291 RESOLUTION:
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/third_party/skia/third_party/externals/opengl-registry/extensions/INTEL/ |
D | INTEL_map_texture.txt | 240 RESOLUTION: 252 RESOLUTION: 268 RESOLUTION: No. 273 RESOLUTION: 283 RESOLUTION: 291 RESOLUTION:
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