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Searched refs:RESOLUTION (Results 1 – 25 of 164) sorted by relevance

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/third_party/ltp/testcases/open_posix_testsuite/conformance/interfaces/timer_gettime/
D1-4.c36 #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()
/third_party/uboot/u-boot-2020.01/drivers/video/
Dfsl_diu_fb.c261 #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()
Dfsl_dcu_fb.c22 #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()
/third_party/openGLES/extensions/EXT/
DEXT_depth_bounds_test.txt86 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 …]
DEXT_vertex_weighting.txt66 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 …]
DEXT_stencil_clear_tag.txt102 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 …]
DEXT_texture_lod_bias.txt67 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,
/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/
DEXT_depth_bounds_test.txt86 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 …]
DEXT_vertex_weighting.txt66 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 …]
DEXT_stencil_clear_tag.txt102 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 …]
DEXT_texture_lod_bias.txt67 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,
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_arrays_of_arrays.txt337 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 …]
DARB_depth_clamp.txt78 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
DARB_shadow_ambient.txt62 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
DARB_texture_cube_map.txt91 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 …]
/third_party/openGLES/extensions/ARB/
DARB_arrays_of_arrays.txt347 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 …]
DARB_depth_clamp.txt88 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
DARB_shadow_ambient.txt72 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
DARB_texture_cube_map.txt101 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 …]
/third_party/openGLES/extensions/NV/
DNV_multisample_filter_hint.txt59 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
DNV_depth_clamp.txt74 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
/third_party/skia/third_party/externals/opengl-registry/extensions/NV/
DNV_multisample_filter_hint.txt59 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
DNV_depth_clamp.txt74 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
/third_party/openGLES/extensions/INTEL/
DINTEL_map_texture.txt240 RESOLUTION:
252 RESOLUTION:
268 RESOLUTION: No.
273 RESOLUTION:
283 RESOLUTION:
291 RESOLUTION:
/third_party/skia/third_party/externals/opengl-registry/extensions/INTEL/
DINTEL_map_texture.txt240 RESOLUTION:
252 RESOLUTION:
268 RESOLUTION: No.
273 RESOLUTION:
283 RESOLUTION:
291 RESOLUTION:

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