/third_party/typescript/tests/baselines/reference/ |
D | arrayFakeFlatNoCrashInferenceDeclarations.types | 2 type BadFlatArray<Arr, Depth extends number> = {obj: { 3 …Depth]]]]]]]]]]] extends -1 ? "done" : "recur"] : InnerArr; }[[-1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 1… 4 …Depth]]]]]]]]]]] extends -1 ? "done" : "recur"] : InnerArr; }[[-1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 1… 10 …Depth]]]]]]]]]]]] extends -1 ? "done" : "recur"] : InnerArr; }[[-1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, … 12 …ay<InnerArr, [-1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20][Depth]> 17 }[Depth extends -1 ? "done" : "recur"]}["obj"];
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D | arrayFakeFlatNoCrashInferenceDeclarations.symbols | 2 type BadFlatArray<Arr, Depth extends number> = {obj: { 5 >Depth : Symbol(Depth, Decl(arrayFakeFlatNoCrashInferenceDeclarations.ts, 0, 22)) 18 …ay<InnerArr, [-1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20][Depth]> 21 >Depth : Symbol(Depth, Decl(arrayFakeFlatNoCrashInferenceDeclarations.ts, 0, 22)) 26 }[Depth extends -1 ? "done" : "recur"]}["obj"]; 27 >Depth : Symbol(Depth, Decl(arrayFakeFlatNoCrashInferenceDeclarations.ts, 0, 22))
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/third_party/skia/third_party/externals/swiftshader/third_party/llvm-10.0/llvm/lib/CodeGen/GlobalISel/ |
D | GISelKnownBits.cpp | 53 unsigned Depth) { in computeKnownBitsForFrameIndex() argument 92 unsigned Depth) { in computeKnownBitsImpl() argument 112 if (Depth == getMaxDepth()) in computeKnownBitsImpl() 123 Depth); in computeKnownBitsImpl() 138 computeKnownBitsImpl(Src.getReg(), Known, DemandedElts, Depth); in computeKnownBitsImpl() 159 Depth + 1); in computeKnownBitsImpl() 164 Depth + 1); in computeKnownBitsImpl() 171 Depth + 1); in computeKnownBitsImpl() 173 Depth + 1); in computeKnownBitsImpl() 198 Depth + 1); in computeKnownBitsImpl() [all …]
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/third_party/skia/third_party/externals/swiftshader/third_party/llvm-10.0/llvm/include/llvm/CodeGen/ |
D | ScoreboardHazardRecognizer.h | 45 size_t Depth = 0; variable 57 size_t getDepth() const { return Depth; } in getDepth() 61 assert(Depth && !(Depth & (Depth - 1)) && 64 return Data[(Head + idx) & (Depth-1)]; 69 Depth = d; 70 Data = new unsigned[Depth]; 73 memset(Data, 0, Depth * sizeof(Data[0])); 78 Head = (Head + 1) & (Depth-1); in advance() 82 Head = (Head - 1) & (Depth-1); in recede()
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/third_party/glslang/Test/baseResults/ |
D | hlsl.pp.line.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 16 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 29 0:127 Depth: direct index for structure ( temp float) 30 0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 36 0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 41 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 42 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 43 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 47 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 51 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 53 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 62 0:33 Depth: direct index for structure ( temp float) 63 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 69 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 74 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 75 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 76 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 80 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 84 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.offset.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 50 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 59 0:41 Depth: direct index for structure ( temp float) 60 0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 66 0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 71 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 72 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 73 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 77 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 81 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.load.buffer.float.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 41 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 50 0:35 Depth: direct index for structure ( temp float) 51 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 57 0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 62 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 63 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 64 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 68 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 72 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.load.buffer.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 38 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 47 0:35 Depth: direct index for structure ( temp float) 48 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 54 0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 59 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 60 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 61 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 65 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 69 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.inoutquals.frag.out | 27 …nition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 51 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 61 0:23 Depth: direct index for structure ( temp float) 62 0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 70 0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 78 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 79 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 80 …n Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 86 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 90 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.samplelevel.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 101 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 110 0:34 Depth: direct index for structure ( temp float) 111 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 117 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 122 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 123 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 124 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 128 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 132 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.basic.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 74 0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 83 0:45 Depth: direct index for structure ( temp float) 84 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 90 0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 95 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 96 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 97 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 101 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 105 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.sample.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 89 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 98 0:34 Depth: direct index for structure ( temp float) 99 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 105 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 110 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 111 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 112 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 116 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 120 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.samplebias.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 101 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 110 0:34 Depth: direct index for structure ( temp float) 111 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 117 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 122 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 123 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 124 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 128 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 132 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.array.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 80 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 89 0:40 Depth: direct index for structure ( temp float) 90 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 96 0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 101 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 102 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 103 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 107 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 111 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.samplegrad.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 119 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 128 0:36 Depth: direct index for structure ( temp float) 129 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 135 0:38 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 140 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 141 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 142 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 146 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 150 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.samplebias.array.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 128 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 137 0:40 Depth: direct index for structure ( temp float) 138 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 144 0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 149 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 150 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 151 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 155 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 159 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.sample.dx9.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 145 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 153 0:33 Depth: direct index for structure ( temp float) 154 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 160 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 165 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 166 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 167 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 171 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 175 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.sample.array.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 110 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 119 0:40 Depth: direct index for structure ( temp float) 120 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 126 0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 131 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 132 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 133 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 137 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 141 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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/third_party/mesa3d/src/mesa/main/ |
D | depth.c | 51 ctx->Depth.Clear = CLAMP( depth, 0.0, 1.0 ); in _mesa_ClearDepth() 65 if (ctx->Depth.Func == func) in depth_func() 88 ctx->Depth.Func = func; in depth_func() 129 if (ctx->Depth.Mask == flag) in _mesa_DepthMask() 135 ctx->Depth.Mask = flag; in _mesa_DepthMask() 163 if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax) in _mesa_DepthBoundsEXT() 169 ctx->Depth.BoundsMin = zmin; in _mesa_DepthBoundsEXT() 170 ctx->Depth.BoundsMax = zmax; in _mesa_DepthBoundsEXT() 185 ctx->Depth.Test = GL_FALSE; in _mesa_init_depth() 186 ctx->Depth.Clear = 1.0; in _mesa_init_depth() [all …]
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/third_party/skia/third_party/externals/swiftshader/third_party/llvm-10.0/llvm/lib/Analysis/ |
D | ValueTracking.cpp | 167 unsigned Depth, const Query &Q); 170 const DataLayout &DL, unsigned Depth, in computeKnownBits() argument 174 ::computeKnownBits(V, Known, Depth, in computeKnownBits() 178 static KnownBits computeKnownBits(const Value *V, unsigned Depth, 182 unsigned Depth, AssumptionCache *AC, in computeKnownBits() argument 188 V, Depth, Query(DL, AC, safeCxtI(V, CxtI), DT, UseInstrInfo, ORE)); in computeKnownBits() 227 static bool isKnownToBeAPowerOfTwo(const Value *V, bool OrZero, unsigned Depth, 231 bool OrZero, unsigned Depth, in isKnownToBeAPowerOfTwo() argument 235 V, OrZero, Depth, Query(DL, AC, safeCxtI(V, CxtI), DT, UseInstrInfo)); in isKnownToBeAPowerOfTwo() 238 static bool isKnownNonZero(const Value *V, unsigned Depth, const Query &Q); [all …]
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/third_party/skia/third_party/externals/dawn/src/tests/unittests/ |
D | SubresourceStorageTests.cpp | 296 SubresourceStorage<int> s(Aspect::Depth | Aspect::Stencil, 5, 3); in TEST() 297 FakeStorage<int> f(Aspect::Depth | Aspect::Stencil, 5, 3); in TEST() 302 CheckAspectCompressed(s, Aspect::Depth, true); in TEST() 313 SubresourceStorage<int> s(Aspect::Depth | Aspect::Stencil, kLayers, kLevels); in TEST() 314 FakeStorage<int> f(Aspect::Depth | Aspect::Stencil, kLayers, kLevels); in TEST() 320 SubresourceRange range = SubresourceRange::MakeSingle(Aspect::Depth, layer, level); in TEST() 329 CheckAspectCompressed(s, Aspect::Depth, false); in TEST() 331 CheckLayerCompressed(s, Aspect::Depth, layer, false); in TEST() 337 SubresourceRange::MakeFull(Aspect::Depth | Aspect::Stencil, kLayers, kLevels); in TEST() 341 CheckAspectCompressed(s, Aspect::Depth, true); in TEST() [all …]
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/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtx/ |
D | norm.inl | 90 unsigned int Depth argument 93 …return pow(pow(y.x - x.x, T(Depth)) + pow(y.y - x.y, T(Depth)) + pow(y.z - x.z, T(Depth)), T(1) / … 100 unsigned int Depth argument 103 return pow(pow(v.x, T(Depth)) + pow(v.y, T(Depth)) + pow(v.z, T(Depth)), T(1) / T(Depth));
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/third_party/skia/third_party/externals/swiftshader/third_party/llvm-10.0/llvm/include/llvm/Analysis/ |
D | ValueTracking.h | 55 const DataLayout &DL, unsigned Depth = 0, 64 unsigned Depth = 0, AssumptionCache *AC = nullptr, 90 bool OrZero = false, unsigned Depth = 0, 104 bool isKnownNonZero(const Value *V, const DataLayout &DL, unsigned Depth = 0, 118 unsigned Depth = 0, 126 bool isKnownPositive(const Value *V, const DataLayout &DL, unsigned Depth = 0, 134 bool isKnownNegative(const Value *V, const DataLayout &DL, unsigned Depth = 0, 159 unsigned Depth = 0, AssumptionCache *AC = nullptr, 172 unsigned Depth = 0, AssumptionCache *AC = nullptr, 184 unsigned Depth = 0); [all …]
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/third_party/skia/third_party/externals/swiftshader/third_party/llvm-subzero/lib/Support/ |
D | Signals.cpp | 52 static bool findModulesAndOffsets(void **StackTrace, int Depth, 66 void **StackTrace, int Depth, 72 void **StackTrace, int Depth, in printSymbolizedStackTrace() argument 101 std::vector<const char *> Modules(Depth, nullptr); in printSymbolizedStackTrace() 102 std::vector<intptr_t> Offsets(Depth, 0); in printSymbolizedStackTrace() 103 if (!findModulesAndOffsets(StackTrace, Depth, Modules.data(), Offsets.data(), in printSymbolizedStackTrace() 115 for (int i = 0; i < Depth; i++) { in printSymbolizedStackTrace() 149 for (int i = 0; i < Depth; i++) { in printSymbolizedStackTrace()
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