/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
D | DefaultShader.java | 82 public final static Uniform projTrans = new Uniform("u_projTrans"); 83 public final static Uniform viewTrans = new Uniform("u_viewTrans"); 84 public final static Uniform projViewTrans = new Uniform("u_projViewTrans"); 85 public final static Uniform cameraPosition = new Uniform("u_cameraPosition"); 86 public final static Uniform cameraDirection = new Uniform("u_cameraDirection"); 87 public final static Uniform cameraUp = new Uniform("u_cameraUp"); 88 public final static Uniform cameraNearFar = new Uniform("u_cameraNearFar"); 90 public final static Uniform worldTrans = new Uniform("u_worldTrans"); 91 public final static Uniform viewWorldTrans = new Uniform("u_viewWorldTrans"); 92 public final static Uniform projViewWorldTrans = new Uniform("u_projViewWorldTrans"); [all …]
|
D | BaseShader.java | 69 public static class Uniform implements Validator { class in BaseShader 75 …public Uniform (final String alias, final long materialMask, final long environmentMask, final lon… in Uniform() method in BaseShader.Uniform 82 public Uniform (final String alias, final long materialMask, final long environmentMask) { in Uniform() method in BaseShader.Uniform 86 public Uniform (final String alias, final long overallMask) { in Uniform() method in BaseShader.Uniform 90 public Uniform (final String alias) { in Uniform() method in BaseShader.Uniform 143 public int register (final Uniform uniform, final Setter setter) { in register() 147 public int register (final Uniform uniform) { in register()
|
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
D | Pass2Shader.java | 48 public final static Uniform shadowMapProjViewTrans = new Uniform("u_shadowMapProjViewTrans"); 49 public final static Uniform shadowTexture = new Uniform("u_shadowTexture"); 50 public final static Uniform uvTransform = new Uniform("u_uvTransform"); 51 public final static Uniform lightColor = new Uniform("u_lightColor"); 52 public final static Uniform lightDirection = new Uniform("u_lightDirection"); 53 public final static Uniform lightIntensity = new Uniform("u_lightIntensity"); 54 public final static Uniform lightPosition = new Uniform("u_lightPosition"); 55 public final static Uniform lightCutoffAngle = new Uniform("u_lightCutoffAngle"); 56 public final static Uniform lightExponent = new Uniform("u_lightExponent");
|
D | MainShader.java | 43 public final static Uniform shadowTexture = new Uniform("u_shadowTexture"); 44 public final static Uniform resolution = new Uniform("u_resolution");
|
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
D | MainShader.java | 52 …protected final int u_dirShadows0uvTransform = register(new Uniform("u_dirShadows[0].uvTransform")… 53 …protected final int u_dirShadows1uvTransform = register(new Uniform("u_dirShadows[1].uvTransform")… 60 …protected int u_dirShadowMapProjViewTrans0 = register(new Uniform("u_dirShadowMapProjViewTrans[0]"… 61 …protected int u_dirShadowMapProjViewTrans1 = register(new Uniform("u_dirShadowMapProjViewTrans[1]"… 66 protected int u_dirShadowMapUVTransform0 = register(new Uniform("u_dirShadowMapUVTransform[0]")); 67 protected int u_dirShadowMapUVTransform1 = register(new Uniform("u_dirShadowMapUVTransform[1]")); 72 …protected final int u_spotShadows0uvTransform = register(new Uniform("u_spotShadows[0].uvTransform… 73 …protected final int u_spotShadows1uvTransform = register(new Uniform("u_spotShadows[1].uvTransform… 80 …protected int u_spotShadowMapProjViewTrans0 = register(new Uniform("u_spotShadowMapProjViewTrans[0… 81 …protected int u_spotShadowMapProjViewTrans1 = register(new Uniform("u_spotShadowMapProjViewTrans[1… [all …]
|
/external/deqp/external/vulkancts/modules/vulkan/ubo/ |
D | vktUniformBlockTests.cpp | 49 block.addUniform(Uniform("var", type, 0)); in BlockBasicTypeCase() 81 block.addUniform(Uniform("s", VarType(&typeS), 0)); in BlockSingleStructCase() 106 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_LOW))); in BlockSingleStructArrayCase() 107 block.addUniform(Uniform("s", VarType(VarType(&typeS), 3))); in BlockSingleStructArrayCase() 108 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM))); in BlockSingleStructArrayCase() 137 block.addUniform(Uniform("s", VarType(&typeS), 0)); in BlockSingleNestedStructCase() 138 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_LOW), UNUSED_BOTH)); in BlockSingleNestedStructCase() 139 block.addUniform(Uniform("t", VarType(&typeT), 0)); in BlockSingleNestedStructCase() 140 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_HIGH), 0)); in BlockSingleNestedStructCase() 169 block.addUniform(Uniform("s", VarType(&typeS), 0)); in BlockSingleNestedStructArrayCase() [all …]
|
D | vktUniformBlockCase.hpp | 164 class Uniform class 167 Uniform (const std::string& name, const VarType& type, deUint32 flags = 0); 182 typedef std::vector<Uniform>::iterator Iterator; 183 typedef std::vector<Uniform>::const_iterator ConstIterator; 197 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 207 std::vector<Uniform> m_uniforms;
|
/external/skia/src/gpu/gl/ |
D | GrGLProgramDataManager.cpp | 25 Uniform& uniform = fUniforms[i]; in GrGLProgramDataManager() 65 const Uniform& uni = fUniforms[u.toIndex()]; in setSampler() 82 const Uniform& uni = fUniforms[u.toIndex()]; in set1f() 97 const Uniform& uni = fUniforms[u.toIndex()]; in set1fv() 114 const Uniform& uni = fUniforms[u.toIndex()]; in set2f() 129 const Uniform& uni = fUniforms[u.toIndex()]; in set2fv() 143 const Uniform& uni = fUniforms[u.toIndex()]; in set3f() 158 const Uniform& uni = fUniforms[u.toIndex()]; in set3fv() 176 const Uniform& uni = fUniforms[u.toIndex()]; in set4f() 191 const Uniform& uni = fUniforms[u.toIndex()]; in set4fv() [all …]
|
D | GrGLProgramDataManager.h | 78 struct Uniform { struct 98 SkDEBUGCODE(void printUnused(const Uniform&) const;) argument 100 SkTArray<Uniform, true> fUniforms;
|
/external/skia/src/gpu/vk/ |
D | GrVkProgramDataManager.cpp | 25 Uniform& uniform = fUniforms[i]; in GrVkProgramDataManager() 42 const Uniform& uni = fUniforms[u.toIndex()]; in set1f() 61 const Uniform& uni = fUniforms[u.toIndex()]; in set1fv() 81 const Uniform& uni = fUniforms[u.toIndex()]; in set2f() 101 const Uniform& uni = fUniforms[u.toIndex()]; in set2fv() 121 const Uniform& uni = fUniforms[u.toIndex()]; in set3f() 141 const Uniform& uni = fUniforms[u.toIndex()]; in set3fv() 161 const Uniform& uni = fUniforms[u.toIndex()]; in set4f() 181 const Uniform& uni = fUniforms[u.toIndex()]; in set4fv() 201 const Uniform& uni = fUniforms[u.toIndex()]; in setMatrix3f() [all …]
|
D | GrVkProgramDataManager.h | 51 struct Uniform { struct 64 SkTArray<Uniform, true> fUniforms; argument
|
/external/deqp/modules/gles3/functional/ |
D | es3fUniformBlockTests.cpp | 64 block.addUniform(Uniform("var", type, 0)); in BlockBasicTypeCase() 102 block.addUniform(Uniform("s", VarType(&typeS), 0)); in init() 135 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_LOW))); in init() 136 block.addUniform(Uniform("s", VarType(VarType(&typeS), 3))); in init() 137 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM))); in init() 174 block.addUniform(Uniform("s", VarType(&typeS), 0)); in init() 175 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_LOW), UNUSED_BOTH)); in init() 176 block.addUniform(Uniform("t", VarType(&typeT), 0)); in init() 177 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_HIGH), 0)); in init() 214 block.addUniform(Uniform("s", VarType(&typeS), 0)); in init() [all …]
|
D | es3fFboTestUtil.cpp | 82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in FlatColorShader() 157 << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4) in GradientShader() 158 << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4) in GradientShader() 294 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 295 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 299 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); in genTexture2DShaderDecl() 300 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 301 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 428 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3) in TextureCubeShader() 429 << sglr::pdec::Uniform("u_sampler0", samplerType) in TextureCubeShader() [all …]
|
/external/deqp/modules/glshared/ |
D | glsUniformBlockCase.hpp | 164 class Uniform class 167 Uniform (const char* name, const VarType& type, deUint32 flags = 0); 182 typedef std::vector<Uniform>::iterator Iterator; 183 typedef std::vector<Uniform>::const_iterator ConstIterator; 196 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 206 std::vector<Uniform> m_uniforms;
|
/external/deqp/doc/testspecs/GLES3/ |
D | functional.ubo.txt | 19 Uniform Buffer Object tests 36 + Uniform blocks GLSL 40 - Uniform block instance names 41 - Uniform block arrays 56 Uniform block tests define a set of uniforms and uniform blocks. In addition two 68 Shaders are compiled and linked together. Uniform block layout is queried and
|
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/ |
D | ParticleShader.java | 104 public final static Uniform cameraRight = new Uniform("u_cameraRight"); 105 public final static Uniform cameraInvDirection = new Uniform("u_cameraInvDirection"); 106 public final static Uniform screenWidth = new Uniform("u_screenWidth"); 107 public final static Uniform regionSize = new Uniform("u_regionSize");
|
/external/regex-re2/re2/testing/ |
D | regexp_generator.cc | 141 if (nstk == 1 && acm_->Uniform(maxatoms_ + 1 - atoms) == 0) { in GenerateRandomPostfix() 153 if (ops < maxops_ && acm_->Uniform(2) == 0) { in GenerateRandomPostfix() 154 const string& fmt = ops_[acm_->Uniform(ops_.size())]; in GenerateRandomPostfix() 167 if (atoms < maxatoms_ && acm_->Uniform(2) == 0) { in GenerateRandomPostfix() 168 post->push_back(atoms_[acm_->Uniform(atoms_.size())]); in GenerateRandomPostfix()
|
D | string_generator.cc | 68 int len = acm_->Uniform(maxlen_+1); in RandomDigits() 71 digits_[i] = acm_->Uniform(alphabet_.size()); in RandomDigits()
|
/external/vulkan-validation-layers/demos/smoke/android/src/main/jni/ |
D | Smoke.vert.h | 63 13: TypePointer Uniform 12(param_block) 64 14(params): 13(ptr) Variable Uniform 67 17: TypePointer Uniform 11 69 21: TypePointer Uniform 7(fvec3)
|
/external/deqp/framework/opengl/simplereference/ |
D | sglrShaderProgram.hpp | 96 struct Uniform struct 98 Uniform (const std::string& name_, glu::DataType type_) : name(name_), type(type_) { } in Uniform() argument 154 ShaderProgramDeclaration& operator<< (const Uniform&); 176 std::vector<Uniform> m_uniforms;
|
/external/deqp/modules/gles31/functional/ |
D | es31fFboTestUtil.cpp | 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); in genTexture2DShaderDecl() 143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 271 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3) in TextureCubeArrayShader() 272 << sglr::pdec::Uniform("u_sampler0", samplerType) in TextureCubeArrayShader() 273 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) in TextureCubeArrayShader() 274 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) in TextureCubeArrayShader() 275 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT) in TextureCubeArrayShader()
|
/external/deqp/data/gles31/shaders/ |
D | linkage_uniform.test | 120 group struct "Uniform structs" 161 desc "Uniform struct declared in both, used only in vertex." 196 desc "Uniform struct declared in both, used only in fragment." 228 desc "Uniform struct declared in both, used partially in both." 300 desc "Uniform struct declared in both, used only in vertex. Datatype vec4 " 334 desc "Uniform struct declared in both, used only in fragment. Datatype vec4" 365 desc "Uniform struct declared in both, used partially in both. Datatype vec4" 435 desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and vec3" 469 desc "Uniform struct declared in both, used only in fragment. Datatype vec4 and vec3" 500 desc "Uniform struct declared in both, used partially in both. Datatype vec4 and vec3" [all …]
|
/external/curl/docs/ |
D | RESOURCES | 14 RFC 1738 - Uniform Resource Locators 18 RFC 1808 - Relative Uniform Resource Locators 55 RFC 2396 - "Uniform Resource Identifiers: Generic Syntax and Semantics" This
|
/external/deqp/data/gles2/shaders/ |
D | linkage.test | 681 desc "Uniform struct declared in both, used only in vertex." 713 desc "Uniform struct declared in both, used only in fragment." 742 desc "Uniform struct declared in both, used partially in both." 808 desc "Uniform struct declared in both, used only in vertex. Datatype vec4 " 840 desc "Uniform struct declared in both, used only in fragment. Datatype vec4" 869 desc "Uniform struct declared in both, used partially in both. Datatype vec4" 935 desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and vec3" 967 desc "Uniform struct declared in both, used only in fragment. Datatype vec4 and vec3" 996 desc "Uniform struct declared in both, used partially in both. Datatype vec4 and vec3" 1062 desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and float" [all …]
|
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
D | ShaderTest.java | 113 protected final int u_projTrans = register(new Uniform("u_projTrans")); 114 protected final int u_worldTrans = register(new Uniform("u_worldTrans")); 115 protected final int u_test = register(new Uniform("u_test")); 116 protected final int u_color = register(new Uniform("u_color"));
|