/third_party/skia/third_party/externals/dawn/src/tests/white_box/ |
D | D3D12DescriptorHeapTests.cpp | 232 std::list<ComPtr<ID3D12DescriptorHeap>> heaps = {allocator->GetShaderVisibleHeap()}; in TEST_P() local 240 EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) == heaps.end()); in TEST_P() 241 heaps.push_back(heap); in TEST_P() 254 EXPECT_TRUE(heaps.front() == heap); in TEST_P() 255 heaps.pop_front(); in TEST_P() 260 EXPECT_TRUE(heaps.empty()); in TEST_P() 277 std::set<ComPtr<ID3D12DescriptorHeap>> heaps = {allocator->GetShaderVisibleHeap()}; in TEST_P() local 285 EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) == heaps.end()); in TEST_P() 286 heaps.insert(heap); in TEST_P() 308 std::set<ComPtr<ID3D12DescriptorHeap>> heaps = {allocator->GetShaderVisibleHeap()}; in TEST_P() local [all …]
|
/third_party/boost/libs/heap/doc/ |
D | heap.qbk | 39 * *Mergable*: While all heaps can be merged, some can be merged efficiently. 52 [note _heap_ implements priority queues as max-heaps to be consistent with the STL heap functions. … 53 the typical textbook design, which uses min-heaps.] 165 heaps element by element using =value_compare=. 168 heap order. On heaps without ordered iterators, the heap needs to be copied internally. The typical… 195 _heap_ provides a =heap_merge()= algorithm that is can be used to merge different kinds of heaps. U… 306 …[@http://en.wikipedia.org/wiki/D-ary_heap D-ary heaps] are a generalization of binary heap with ea… 308 … child node is bigger. D-ary heaps are implemented as container adaptors based on a =std::vector=. 316 …[@http://en.wikipedia.org/wiki/Binomial_heap Binomial heaps] are node-base heaps, that are impleme… 318 In contrast to d-ary heaps, binomial heaps can also be merged in O(log n). [all …]
|
/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_descriptor_pool.cpp | 42 list_head heaps; member 207 list_inithead(&pool->heaps); in d3d12_descriptor_pool_new() 215 list_for_each_entry_safe(struct d3d12_descriptor_heap, heap, &pool->heaps, link) { in d3d12_descriptor_pool_free() 228 list_for_each_entry(struct d3d12_descriptor_heap, heap, &pool->heaps, link) { in d3d12_descriptor_pool_alloc_handle() 240 list_addtail(&valid_heap->link, &pool->heaps); in d3d12_descriptor_pool_alloc_handle()
|
D | d3d12_batch.cpp | 160 ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap), in d3d12_start_batch() local 182 ctx->cmdlist->SetDescriptorHeaps(2, heaps); in d3d12_start_batch()
|
/third_party/skia/third_party/externals/dawn/src/tests/unittests/ |
D | BuddyMemoryAllocatorTests.cpp | 392 std::set<ResourceHeapBase*> heaps = {}; in TEST() local 401 heaps.insert(allocation.GetResourceHeap()); in TEST() 412 ASSERT_EQ(poolAllocator.GetPoolSizeForTesting(), heaps.size()); in TEST() 418 ASSERT_FALSE(heaps.insert(allocation.GetResourceHeap()).second); in TEST() 433 std::set<ResourceHeapBase*> heaps = {}; in TEST() local 441 while (heaps.size() < kNumOfHeaps) { in TEST() 444 heaps.insert(allocation.GetResourceHeap()); in TEST()
|
/third_party/mesa3d/docs/relnotes/ |
D | 17.1.2.rst | 101 - anv: Set up memory types and heaps during physical device init 111 - anv: Advertise both 32-bit and 48-bit heaps when we have enough 125 - cherry-ignore: anv: Advertise both 32-bit and 48-bit heaps when we
|
D | 17.2.5.rst | 57 - radv: Don't expose heaps with 0 memory.
|
/third_party/skia/third_party/externals/dawn/src/dawn_native/d3d12/ |
D | ResidencyManagerD3D12.cpp | 237 MaybeError ResidencyManager::EnsureHeapsAreResident(Heap** heaps, size_t heapCount) { in EnsureHeapsAreResident() argument 249 Heap* heap = heaps[i]; in EnsureHeapsAreResident()
|
D | ResidencyManagerD3D12.h | 39 MaybeError EnsureHeapsAreResident(Heap** heaps, size_t heapCount);
|
/third_party/mesa3d/src/intel/vulkan/ |
D | anv_device.c | 464 device->memory.heaps[0] = (struct anv_memory_heap) { in anv_physical_device_init_heaps() 469 device->memory.heaps[1] = (struct anv_memory_heap) { in anv_physical_device_init_heaps() 494 device->memory.heaps[0] = (struct anv_memory_heap) { in anv_physical_device_init_heaps() 513 device->memory.heaps[0] = (struct anv_memory_heap) { in anv_physical_device_init_heaps() 2560 .size = physical_device->memory.heaps[i].size, in anv_GetPhysicalDeviceMemoryProperties() 2561 .flags = physical_device->memory.heaps[i].flags, in anv_GetPhysicalDeviceMemoryProperties() 2576 if (device->memory.heaps[i].is_local_mem) { in anv_get_memory_budget() 2577 total_vram_heaps_size += device->memory.heaps[i].size; in anv_get_memory_budget() 2579 total_sys_heaps_size += device->memory.heaps[i].size; in anv_get_memory_budget() 2584 VkDeviceSize heap_size = device->memory.heaps[i].size; in anv_get_memory_budget() [all …]
|
/third_party/skia/third_party/externals/swiftshader/third_party/llvm-10.0/llvm/lib/Target/WebAssembly/ |
D | WebAssemblyRegisterInfo.td | 28 // WebAssembly may someday supports mixed 32-bit and 64-bit heaps in the same
|
/third_party/python/Doc/library/ |
D | heapq.rst | 83 The module also offers three general purpose functions based on heaps. 285 and heaps are good for this, as they are reasonably speedy, the speed is almost 305 heap completely vanishes, you switch heaps and start a new run. Clever and 308 In a word, heaps are useful memory structures to know. I use them in a few
|
/third_party/skia/src/gpu/d3d/ |
D | GrD3DCommandList.cpp | 581 ID3D12DescriptorHeap* heaps[2] = { in setDescriptorHeaps() local 586 fCommandList->SetDescriptorHeaps(2, heaps); in setDescriptorHeaps()
|
/third_party/skia/third_party/externals/d3d12allocator/ |
D | README.md | 23 - Allocates and keeps track of bigger memory heaps, used and unused ranges inside them, finds best …
|
/third_party/mesa3d/src/gallium/drivers/zink/ |
D | zink_screen.c | 285 enum zink_heap heaps[] = { in get_smallest_buffer_heap() enum 292 for (unsigned i = 0; i < ARRAY_SIZE(heaps); i++) { in get_smallest_buffer_heap()
|
/third_party/python/Doc/c-api/ |
D | memory.rst | 54 different heaps. However, one may safely allocate and release memory blocks 701 allocators operating on different heaps. ::
|
/third_party/python/Doc/tutorial/ |
D | stdlib2.rst | 339 The :mod:`heapq` module provides functions for implementing heaps based on
|
/third_party/mesa3d/src/amd/vulkan/ |
D | radv_device.c | 191 device->heaps = 0; in radv_physical_device_init_mem_types() 208 device->heaps |= RADV_HEAP_VRAM; in radv_physical_device_init_mem_types() 217 device->heaps |= RADV_HEAP_GTT; in radv_physical_device_init_mem_types() 226 device->heaps |= RADV_HEAP_VRAM_VIS; in radv_physical_device_init_mem_types() 2420 assert(device->heaps == (RADV_HEAP_GTT | RADV_HEAP_VRAM_VIS)); in radv_get_memory_budget_properties() 2459 unsigned mask = device->heaps; in radv_get_memory_budget_properties() 2472 if (!(device->heaps & RADV_HEAP_VRAM)) in radv_get_memory_budget_properties()
|
D | radv_private.h | 288 unsigned heaps; member
|
/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/ |
D | EXT_buffer_storage.txt | 65 may use to select memory heaps, caching behavior or allocation strategies.
|
/third_party/openGLES/extensions/EXT/ |
D | EXT_buffer_storage.txt | 65 may use to select memory heaps, caching behavior or allocation strategies.
|
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_buffer_storage.txt | 62 may use to select memory heaps, caching behavior or allocation strategies.
|
/third_party/openGLES/extensions/ARB/ |
D | ARB_buffer_storage.txt | 72 may use to select memory heaps, caching behavior or allocation strategies.
|
/third_party/vk-gl-cts/doc/testspecs/VK/ |
D | apitests.adoc | 201 ** All heaps
|
/third_party/node/deps/cares/m4/ |
D | cares-compilers.m4 | 944 dnl on i686-Linux as it gives us heaps with false positives.
|