/third_party/flutter/engine/flutter/lib/web_ui/lib/src/engine/ |
D | conic.dart | 30 // Based on error bound, compute how many times we should subdivide 41 // it generates a pair of lines, in which case we should not subdivide. 46 // If this chop generates pair of lines no need to subdivide.
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/third_party/mingw-w64/mingw-w64-crt/lib32/ |
D | glaux.def | 130 subdivide@36
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/third_party/skia/src/gpu/geometry/ |
D | GrPathUtils.cpp | 470 bool subdivide = false; in convert_noninflect_cubic_to_quads_with_constraint() local 492 subdivide = 2 * d0d1 + d0Sqd + d1Sqd > toleranceSqd; in convert_noninflect_cubic_to_quads_with_constraint() 495 if (!subdivide) { in convert_noninflect_cubic_to_quads_with_constraint()
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/third_party/flutter/skia/src/gpu/geometry/ |
D | GrPathUtils.cpp | 551 bool subdivide = false; in convert_noninflect_cubic_to_quads_with_constraint() local 573 subdivide = 2 * d0d1 + d0Sqd + d1Sqd > toleranceSqd; in convert_noninflect_cubic_to_quads_with_constraint() 576 if (!subdivide) { in convert_noninflect_cubic_to_quads_with_constraint()
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/third_party/flutter/skia/src/core/ |
D | SkGeometry.cpp | 1239 static SkPoint* subdivide(const SkConic& src, SkPoint pts[], int level) { in subdivide() function 1275 pts = subdivide(dst[0], pts, level); in subdivide() 1276 return subdivide(dst[1], pts, level); in subdivide() 1297 SkDEBUGCODE(endPts = ) subdivide(*this, pts + 1, pow2); in chopIntoQuadsPOW2()
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/third_party/pulseaudio/src/utils/ |
D | qpaeq | 335 filter_state._set_frequency_values(subdivide(base_freqs,variable)) 547 def subdivide(xs, t_points): function
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/third_party/skia/src/core/ |
D | SkGeometry.cpp | 1438 static SkPoint* subdivide(const SkConic& src, SkPoint pts[], int level) { in subdivide() function 1474 pts = subdivide(dst[0], pts, level); in subdivide() 1475 return subdivide(dst[1], pts, level); in subdivide() 1496 SkDEBUGCODE(endPts = ) subdivide(*this, pts + 1, pow2); in chopIntoQuadsPOW2()
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/third_party/boost/libs/icl/doc/ |
D | projects.qbk | 432 to insert, and then ['*subdivide*] that range of bitsets into three partitions. 445 subdivide:
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/third_party/skia/third_party/externals/freetype/docs/ |
D | raster.txt | 517 extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and 555 | subdivide the arc into subarcs
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/third_party/freetype/docs/ |
D | raster.txt | 517 extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and 555 | subdivide the arc into subarcs
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/third_party/flutter/skia/third_party/externals/freetype/docs/ |
D | raster.txt | 517 extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and 555 | subdivide the arc into subarcs
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/third_party/openGLES/extensions/EXT/ |
D | EXT_shader_pixel_local_storage2.txt | 205 local storage variables. An implementation may choose to subdivide the 223 an implementation may choose to subdivide the amount of combined storage 605 An implementation may choose to subdivide the amount of local storage into
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D | EXT_tessellation_shader.txt | 930 primitive generator will subdivide and other tessellation parameters, as 1073 spacing of segments used to subdivide a corresponding edge. The method 1233 The algorithm used to subdivide the triangular domain in (u,v,w) space 1329 The algorithm used to subdivide the rectangular domain in (u,v) space 2152 primitive generator should subdivide a triangle into smaller triangles, 2655 greater than 1.0, we will subdivide the outer edges of the patch, and
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/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/ |
D | EXT_shader_pixel_local_storage2.txt | 205 local storage variables. An implementation may choose to subdivide the 223 an implementation may choose to subdivide the amount of combined storage 605 An implementation may choose to subdivide the amount of local storage into
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D | EXT_tessellation_shader.txt | 930 primitive generator will subdivide and other tessellation parameters, as 1073 spacing of segments used to subdivide a corresponding edge. The method 1233 The algorithm used to subdivide the triangular domain in (u,v,w) space 1329 The algorithm used to subdivide the rectangular domain in (u,v) space 2152 primitive generator should subdivide a triangle into smaller triangles, 2655 greater than 1.0, we will subdivide the outer edges of the patch, and
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D | EXT_shader_pixel_local_storage.txt | 447 storage variables. An implementation may choose to subdivide the amount
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/third_party/openGLES/extensions/NV/ |
D | NV_shader_texture_footprint.txt | 117 functions passes in a _granularity_ value, which is used to subdivide a
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/third_party/openGLES/extensions/QCOM/ |
D | QCOM_tiled_rendering.txt | 345 #05 07/15/2009 Maurice Ribble Changed from spec to subdivide tiles
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/third_party/skia/third_party/externals/opengl-registry/extensions/QCOM/ |
D | QCOM_tiled_rendering.txt | 345 #05 07/15/2009 Maurice Ribble Changed from spec to subdivide tiles
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/third_party/skia/third_party/externals/harfbuzz/docs/ |
D | repacker.md | 224 than one 32 bit offset pointing into the subgraph then subdivide the space by moving subgraph
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_tessellation_shader.txt | 735 generator will subdivide and other tessellation parameters, as discussed 884 spacing of segments used to subdivide a corresponding edge. The method 1043 The algorithm used to subdivide the triangular domain in (u,v,w) space 1137 The algorithm used to subdivide the rectangular domain in (u,v) space into 1870 subdivide a triangle into smaller triangles, a quad into triangles, or a 2595 levels and output layout qualifiers to appropriately subdivide a 2929 RESOLVED: The primitive generator will subdivide triangular and 2930 rectangular patches into triangles, and will also subdivide a 3480 greater than 1.0, we will subdivide the outer edges of the patch, and
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/third_party/openGLES/extensions/ARB/ |
D | ARB_tessellation_shader.txt | 745 generator will subdivide and other tessellation parameters, as discussed 894 spacing of segments used to subdivide a corresponding edge. The method 1053 The algorithm used to subdivide the triangular domain in (u,v,w) space 1147 The algorithm used to subdivide the rectangular domain in (u,v) space into 1880 subdivide a triangle into smaller triangles, a quad into triangles, or a 2605 levels and output layout qualifiers to appropriately subdivide a 2939 RESOLVED: The primitive generator will subdivide triangular and 2940 rectangular patches into triangles, and will also subdivide a 3490 greater than 1.0, we will subdivide the outer edges of the patch, and
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/third_party/openGLES/extensions/OES/ |
D | OES_tessellation_shader.txt | 941 primitive generator will subdivide and other tessellation parameters, as 1084 spacing of segments used to subdivide a corresponding edge. The method 1244 The algorithm used to subdivide the triangular domain in (u,v,w) space 1340 The algorithm used to subdivide the rectangular domain in (u,v) space 2163 primitive generator should subdivide a triangle into smaller triangles, 2667 greater than 1.0, we will subdivide the outer edges of the patch, and
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/third_party/skia/third_party/externals/opengl-registry/extensions/OES/ |
D | OES_tessellation_shader.txt | 931 primitive generator will subdivide and other tessellation parameters, as 1074 spacing of segments used to subdivide a corresponding edge. The method 1234 The algorithm used to subdivide the triangular domain in (u,v,w) space 1330 The algorithm used to subdivide the rectangular domain in (u,v) space 2153 primitive generator should subdivide a triangle into smaller triangles, 2657 greater than 1.0, we will subdivide the outer edges of the patch, and
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/third_party/icu/icu4c/source/test/depstest/ |
D | dependencies.txt | 1017 # TODO: Try to subdivide this ball of wax.
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