/external/deqp/modules/gles2/performance/ |
D | es2pShaderCompilationCases.cpp | 540 …dWhitespaceAndComments, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth); 698 …eID, InvalidityType invalidityType, bool , LoopType type, int numLoopIterations, int nestingDepth); 1140 …ring loopVertexTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nestingDepth) in loopVertexTemplate() argument 1173 for (int i = 0; i < nestingDepth; i++) in loopVertexTemplate() 1179 resultTemplate += string(nestingDepth + 1, '\t') + "value *= a_value${NAME_SPEC};\n"; in loopVertexTemplate() 1211 …ng loopFragmentTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nestingDepth) in loopFragmentTemplate() argument 1239 for (int i = 0; i < nestingDepth; i++) in loopFragmentTemplate() 1245 resultTemplate += string(nestingDepth + 1, '\t') + "value *= v_value${NAME_SPEC};\n"; in loopFragmentTemplate() 2272 …ddWhitespaceAndComments, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth) in ShaderCompilerLoopCase() argument 2275 , m_nestingDepth (nestingDepth) in ShaderCompilerLoopCase() [all …]
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D | es2pShaderOptimizationTests.cpp | 931 const int nestingDepth = callNestingDepths[nestDepthNdx]; in init() local 932 const string name = toString(nestingDepth) + "_nested" + caseShaderTypeSuffix; in init() 934 …oup->addChild(new FunctionInliningCase(m_context, name.c_str(), "", caseShaderType, nestingDepth)); in init()
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderCompilationCases.cpp | 540 …dWhitespaceAndComments, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth); 698 …eID, InvalidityType invalidityType, bool , LoopType type, int numLoopIterations, int nestingDepth); 1145 …ring loopVertexTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nestingDepth) in loopVertexTemplate() argument 1179 for (int i = 0; i < nestingDepth; i++) in loopVertexTemplate() 1185 resultTemplate += string(nestingDepth + 1, '\t') + "value *= a_value${NAME_SPEC};\n"; in loopVertexTemplate() 1217 …ng loopFragmentTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nestingDepth) in loopFragmentTemplate() argument 1247 for (int i = 0; i < nestingDepth; i++) in loopFragmentTemplate() 1253 resultTemplate += string(nestingDepth + 1, '\t') + "value *= v_value${NAME_SPEC};\n"; in loopFragmentTemplate() 2292 …ddWhitespaceAndComments, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth) in ShaderCompilerLoopCase() argument 2295 , m_nestingDepth (nestingDepth) in ShaderCompilerLoopCase() [all …]
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D | es3pShaderOptimizationTests.cpp | 942 const int nestingDepth = callNestingDepths[nestDepthNdx]; in init() local 943 const string name = toString(nestingDepth) + "_nested" + caseShaderTypeSuffix; in init() 945 …oup->addChild(new FunctionInliningCase(m_context, name.c_str(), "", caseShaderType, nestingDepth)); in init()
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/external/lldb/tools/debugserver/source/MacOSX/ |
D | MachVMMemory.cpp | 257 unsigned nestingDepth = 0; in GetRegionSizes() 267 …err = mach_vm_region_recurse(task, &address, &size, &nestingDepth, (vm_region_info_t)&info, &count… in GetRegionSizes() 282 nestingDepth++; in GetRegionSizes()
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/external/clang/lib/AST/ |
D | ItaniumMangle.cpp | 3226 unsigned nestingDepth = FunctionTypeDepth.getDepth() - parmDepth; in mangleFunctionParam() local 3228 nestingDepth--; in mangleFunctionParam() 3230 if (nestingDepth == 0) { in mangleFunctionParam() 3233 Out << "fL" << (nestingDepth - 1) << 'p'; in mangleFunctionParam()
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