Searched defs:loopType (Results 1 – 7 of 7) sorted by relevance
| /external/deqp/modules/gles3/functional/ |
| D | es3fShaderLoopTests.cpp | 148 static const char* getLoopTypeName (LoopType loopType) in getLoopTypeName() 244 …, const char* caseName, const char* description, bool isVertexCase, LoopType loopType, LoopCountTy… in createGenericLoopCase() 442 …ame, const char* description, bool isVertexCase, LoopCase loopCase, LoopType loopType, LoopCountTy… in createSpecialLoopCase() 1156 for (int loopType = 0; loopType < LOOPTYPE_LAST; loopType++) in init() local
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| /external/deqp/modules/gles2/functional/ |
| D | es2fShaderLoopTests.cpp | 151 static const char* getLoopTypeName (LoopType loopType) in getLoopTypeName() 276 …, const char* caseName, const char* description, bool isVertexCase, LoopType loopType, LoopCountTy… in createGenericLoopCase() 484 …ame, const char* description, bool isVertexCase, LoopCase loopCase, LoopType loopType, LoopCountTy… in createSpecialLoopCase() 1280 for (int loopType = 0; loopType < LOOPTYPE_LAST; loopType++) in init() local
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| /external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
| D | vktShaderRenderLoopTests.cpp | 124 static const char* getLoopTypeName (LoopType loopType) in getLoopTypeName() 303 LoopType loopType, in createGenericLoopCase() 527 LoopType loopType, in createSpecialLoopCase() 1295 for (int loopType = 0; loopType < LOOPTYPE_LAST; loopType++) in init() local
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| /external/replicaisland/src/com/replica/replicaisland/ |
| D | FadeDrawableComponent.java | 134 …public void setupFade(float startOpacity, float endOpacity, float duration, int loopType, int func… in setupFade()
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| /external/deqp/modules/gles3/stress/ |
| D | es3sLongRunningShaderTests.cpp | 81 LoopType loopType; member
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| /external/deqp/modules/gles2/performance/ |
| D | es2pShaderCompilationCases.cpp | 2952 for (int loopType = 0; loopType < (int)LOOP_LAST; loopType++) in addShaderCompilationPerformanceCases() local
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| /external/deqp/modules/gles3/performance/ |
| D | es3pShaderCompilationCases.cpp | 2972 for (int loopType = 0; loopType < (int)LOOP_LAST; loopType++) in addShaderCompilationPerformanceCases() local
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