Searched full:uniform (Results 1 – 25 of 435) sorted by relevance
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1 #include <mbgl/gl/uniform.hpp>110 bool verifyUniform<float>(const ActiveUniform& uniform) { in verifyUniform() argument111 assert(uniform.size == 1 && uniform.type == UniformDataType::Float); in verifyUniform()116 bool verifyUniform<std::array<float, 2>>(const ActiveUniform& uniform) { in verifyUniform() argument117 assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec2); in verifyUniform()122 bool verifyUniform<std::array<float, 3>>(const ActiveUniform& uniform) { in verifyUniform() argument123 assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec3); in verifyUniform()128 bool verifyUniform<std::array<double, 16>>(const ActiveUniform& uniform) { in verifyUniform() argument129 assert(uniform.size == 1 && uniform.type == UniformDataType::FloatMat4); in verifyUniform()134 bool verifyUniform<bool>(const ActiveUniform& uniform) { in verifyUniform() argument[all …]
43 class Uniform { class66 using UniformScalar = Uniform<Tag, T>;69 using UniformVector = Uniform<Tag, std::array<T, N>>;72 using UniformMatrix = Uniform<Tag, std::array<T, N*N>>;95 // Verify active uniform types match the enum in bindLocations()
... require #extension GL_ARM_shader_framebuffer_fetch : enable precision mediump float; uniform __samplerExternal2DY2YEXT yuvTexSampler0; uniform __samplerExternal2DY2YEXT yuvTexSampler1; uniform vec4 Alut ...
36 uniform sampler2D source;37 uniform lowp float qt_Opacity;39 uniform float radius;40 uniform float diffractionIndex;41 uniform float targetWidth;42 uniform float targetHeight;43 uniform float posX;44 uniform float posY;45 uniform float pixDens;
36 uniform float dividerValue;37 uniform float targetWidth;38 uniform float targetHeight;39 uniform float time;41 uniform sampler2D source;42 uniform lowp float qt_Opacity;48 uniform float amplitude;49 uniform float n;50 uniform float pixDens;
36 uniform float centerX;37 uniform float centerY;38 uniform float dividerValue;39 uniform float granularity;40 uniform float time;41 uniform float weight;43 uniform sampler2D source;44 uniform lowp float qt_Opacity;
36 uniform float dividerValue;37 uniform float threshold;38 uniform float resS;39 uniform float resT;40 uniform float magTol;41 uniform float quantize;43 uniform sampler2D source;44 uniform lowp float qt_Opacity;
36 uniform float dividerValue;37 uniform float granularity;38 uniform float targetWidth;39 uniform float targetHeight;41 uniform sampler2D source;42 uniform lowp float qt_Opacity;
36 uniform float amplitude;37 uniform float dividerValue;38 uniform float frequency;39 uniform float time;41 uniform sampler2D source;42 uniform lowp float qt_Opacity;
36 uniform float grid;37 uniform float dividerValue;38 uniform float step_x;39 uniform float step_y;41 uniform sampler2D source;42 uniform lowp float qt_Opacity;
36 uniform float dividerValue;37 uniform float mixLevel;38 uniform float resS;39 uniform float resT;41 uniform sampler2D source;42 uniform lowp float qt_Opacity;
36 uniform float dividerValue;37 uniform float gamma;38 uniform float numColors;40 uniform sampler2D source;41 uniform lowp float qt_Opacity;
36 uniform float targetHue;37 uniform float windowWidth;38 uniform float dividerValue;40 uniform sampler2D source;41 uniform lowp float qt_Opacity;
36 uniform float threshold;37 uniform float dividerValue;39 uniform sampler2D source;40 uniform lowp float qt_Opacity;
34 uniform float dividerValue;35 uniform float blurSize;37 uniform sampler2D source;38 uniform lowp float qt_Opacity;
36 uniform float dividerValue;37 uniform float amount;41 uniform sampler2D source;42 uniform lowp float qt_Opacity;
31 * (reading it as a texture, uniform data, or direct-addressed TMU37 * uniform stream.62 * one argument being a uniform, the address of the uniform.73 * Used for validation that the uniform stream is updated at the right78 /* Set when entering a basic block, and cleared when the uniform241 DRM_DEBUG("direct TMU load didn't add to a uniform\n"); in check_tmu_write()249 DRM_DEBUG("uniform read in the same instruction as " in check_tmu_write()263 /* Since direct uses a RADDR uniform reference, it will get counted in in check_tmu_write()268 DRM_DEBUG("Texturing with undefined uniform address\n"); in check_tmu_write()316 /* We want our reset to be pointing at whatever uniform follows the in validate_uniform_address_write()[all …]
49 "uniform int n_stop;\n"\ in _glamor_create_getcolor_fs_source()50 "uniform float stops[%d];\n"\ in _glamor_create_getcolor_fs_source()51 "uniform vec4 stop_colors[%d];\n"\ in _glamor_create_getcolor_fs_source()85 if use array. So use global uniform to replace for it if the number of n_stops is small. */ in _glamor_create_getcolor_fs_source()88 "uniform int n_stop;\n" in _glamor_create_getcolor_fs_source()89 "uniform float stop0;\n" in _glamor_create_getcolor_fs_source()90 "uniform float stop1;\n" in _glamor_create_getcolor_fs_source()91 "uniform float stop2;\n" in _glamor_create_getcolor_fs_source()92 "uniform float stop3;\n" in _glamor_create_getcolor_fs_source()93 "uniform float stop4;\n" in _glamor_create_getcolor_fs_source()[all …]
110 .fs_vars = "uniform vec4 fg;\n"114 .fs_vars = "uniform vec4 bg;\n"118 .fs_vars = "uniform sampler2D sampler;\n"122 .vs_vars = ("uniform vec2 fill_offset;\n"123 "uniform vec2 fill_size_inv;\n"129 .fs_vars = "uniform usampler2D font;\n",133 .fs_vars = ("uniform uvec4 bitplane;\n"134 "uniform vec4 bitmul;\n"),138 .vs_vars = "uniform float dash_length;\n",139 .fs_vars = "uniform sampler2D dash;\n",[all …]
39 GLint uniform);44 GLint uniform) in glamor_set_color() argument47 pixmap->drawable.depth, pixel, uniform); in glamor_set_color()66 GLint uniform);86 #define GLAMOR_DECLARE_MATRIX "uniform vec4 v_matrix;\n"
110 * from the specified GC. Load the target color into the specified uniform117 GLint uniform) in glamor_set_color_depth() argument129 glUniform4fv(uniform, 1, color); in glamor_set_color_depth()136 GLint uniform) in glamor_set_solid() argument161 glamor_set_color(pixmap, pixel, uniform); in glamor_set_solid()183 /* we're not setting the sampler uniform here as we always use in glamor_set_texture_pixmap()
87 +uniform float BumpDensity; // = 16.088 +uniform float BumpSize; // = 0.1589 +uniform float SpecularFactor; // = 0.591 +uniform sampler2D Tex;127 +layout(std140) uniform colors0188 +uniform vec2 Offset[KernelSize];190 +uniform vec4 KernelValue[KernelSize];191 +uniform sampler2D srcTex;192 +uniform vec4 ScaleFactor;193 +uniform vec4 BaseColor;[all …]
5 #include <mbgl/gl/uniform.hpp>61 don't need a vertex buffer, and instead use a uniform.68 attribute data, we also use a uniform value which the shader uses to interpolate70 uniform allows us to cheaply update the value on every frame.72 Note that the shader source varies depending on whether we're using a uniform or167 // Uniform values for vertex attribute arrays are unused. in uniformValue()232 // Uniform values for vertex attribute arrays are unused. in uniformValue()323 … Uniforms = gl::Uniforms<InterpolationUniform<typename Ps::Attribute>..., typename Ps::Uniform...>;333 typename Ps::Uniform::Value { in uniformValues()362 ? std::string("#define HAS_UNIFORM_") + Ps::Uniform::name() in defines()
223 int i, ret, uniform = 0; in split_nodes_size_interleave_uniform() local230 * In the 'uniform' case split the passed in physical node by in split_nodes_size_interleave_uniform()231 * nr_nodes, in the non-uniform case, ignore the passed in in split_nodes_size_interleave_uniform()235 * In the uniform case, split the nodes strictly by physical in split_nodes_size_interleave_uniform()236 * capacity, i.e. ignore holes. In the non-uniform case account in split_nodes_size_interleave_uniform()244 uniform = 1; in split_nodes_size_interleave_uniform()247 if (uniform) { in split_nodes_size_interleave_uniform()254 * requested size is too small. This creates a uniform in split_nodes_size_interleave_uniform()288 if (uniform) in split_nodes_size_interleave_uniform()307 && !uniform) in split_nodes_size_interleave_uniform()