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Searched refs:numTargets (Results 1 – 9 of 9) sorted by relevance

/external/skia/src/gpu/
DGrRenderTaskCluster.cpp70 for (int i = 0; i < depender->numTargets(); i++) { in depends_on()
96 if (task->numTargets() != 1) { in task_cluster_visit()
97 CLUSTER_DEBUGF("Cluster: %d targets. Emitting barriers.\n", task->numTargets()); in task_cluster_visit()
100 for (int j = 0; j < task->numTargets(); j++) { in task_cluster_visit()
130 && 1 == clusterHead->fPrev->numTargets() in task_cluster_visit()
DGrTextureResolveRenderTask.cpp57 SkASSERT(fResolves.count() == this->numTargets()); in gatherProxyIntervals()
66 SkASSERT(fResolves.count() == this->numTargets()); in onExecute()
DGrWaitRenderTask.cpp18 SkASSERT(0 == this->numTargets()); in gatherProxyIntervals()
DGrTransferFromRenderTask.h31 SkASSERT(0 == this->numTargets()); in onIsUsed()
DGrDDLTask.cpp26 for (int i = 0; i < task->numTargets(); ++i) { in GrDDLTask()
DGrRenderTask.h97 virtual int numTargets() const { return fTargets.count(); } in numTargets() function
DGrOpsTask.cpp552 SkASSERT(this->numTargets() == 1); in onExecute()
/external/deqp/modules/gles3/functional/
Des3fFragmentOutputTests.cpp1043 int numTargets = rnd.getInt(minRenderTargets, maxRenderTargets); in createRandomCase() local
1050 while (curLoc < numTargets) in createRandomCase()
1053 int maxArrayLen = numTargets-curLoc; in createRandomCase()
1066 DE_ASSERT(curLoc == numTargets); in createRandomCase()
1067 DE_ASSERT((int)outTypes.size() == numTargets); in createRandomCase()
1070 while ((int)targets.size() < numTargets) in createRandomCase()
1260 const int numTargets = 3; in init() local
1271 for (int ndx = 0; ndx < numTargets; ndx++) in init()
1279 …r(), "", fboSpec, (OutputVec() << FragmentOutput(glu::TYPE_FLOAT, prec, 0, numTargets)).toVec())); in init()
1280 … "", fboSpec, (OutputVec() << FragmentOutput(glu::TYPE_FLOAT_VEC2, prec, 0, numTargets)).toVec())); in init()
[all …]
/external/deqp/framework/opengl/
DgluStateReset.cpp1127 int numTargets = 0; in resetStateGLCore() local
1129 queryTargets[numTargets++] = GL_PRIMITIVES_GENERATED; in resetStateGLCore()
1130 queryTargets[numTargets++] = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; in resetStateGLCore()
1131 queryTargets[numTargets++] = GL_SAMPLES_PASSED; in resetStateGLCore()
1133 DE_ASSERT(numTargets <= DE_LENGTH_OF_ARRAY(queryTargets)); in resetStateGLCore()
1135 for (int i = 0; i < numTargets; i++) in resetStateGLCore()