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/OK3568_Linux_fs/buildroot/dl/qt5location/git/src/3rdparty/mapbox-gl-native/src/mbgl/gl/
H A Duniform.cpp1 #include <mbgl/gl/uniform.hpp>
110 bool verifyUniform<float>(const ActiveUniform& uniform) { in verifyUniform() argument
111 assert(uniform.size == 1 && uniform.type == UniformDataType::Float); in verifyUniform()
116 bool verifyUniform<std::array<float, 2>>(const ActiveUniform& uniform) { in verifyUniform() argument
117 assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec2); in verifyUniform()
122 bool verifyUniform<std::array<float, 3>>(const ActiveUniform& uniform) { in verifyUniform() argument
123 assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec3); in verifyUniform()
128 bool verifyUniform<std::array<double, 16>>(const ActiveUniform& uniform) { in verifyUniform() argument
129 assert(uniform.size == 1 && uniform.type == UniformDataType::FloatMat4); in verifyUniform()
134 bool verifyUniform<bool>(const ActiveUniform& uniform) { in verifyUniform() argument
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H A Duniform.hpp43 class Uniform { class
66 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()
/OK3568_Linux_fs/external/rockit/mpi/sdk/lib/
HDlibgraphic_lsf.so ... require #extension GL_ARM_shader_framebuffer_fetch : enable precision mediump float; uniform __samplerExternal2DY2YEXT yuvTexSampler0; uniform __samplerExternal2DY2YEXT yuvTexSampler1; uniform vec4 Alut ...
/OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/
H A Dmagnify.fsh36 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;
H A Dripple.fsh36 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;
H A Dshockwave.fsh36 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;
H A Dtoon.fsh36 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;
H A Dpixelate.fsh36 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;
H A Dwobble.fsh36 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;
H A Dbillboard.fsh36 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;
H A Dsobeledgedetection1.fsh36 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;
H A Dposterize.fsh36 uniform float dividerValue;
37 uniform float gamma;
38 uniform float numColors;
40 uniform sampler2D source;
41 uniform lowp float qt_Opacity;
H A Disolate.fsh36 uniform float targetHue;
37 uniform float windowWidth;
38 uniform float dividerValue;
40 uniform sampler2D source;
41 uniform lowp float qt_Opacity;
H A Dblackandwhite.fsh36 uniform float threshold;
37 uniform float dividerValue;
39 uniform sampler2D source;
40 uniform lowp float qt_Opacity;
H A Dgaussianblur_v.fsh34 uniform float dividerValue;
35 uniform float blurSize;
37 uniform sampler2D source;
38 uniform lowp float qt_Opacity;
H A Dgaussianblur_h.fsh34 uniform float dividerValue;
35 uniform float blurSize;
37 uniform sampler2D source;
38 uniform lowp float qt_Opacity;
H A Dsharpen.fsh36 uniform float dividerValue;
37 uniform float amount;
41 uniform sampler2D source;
42 uniform lowp float qt_Opacity;
/OK3568_Linux_fs/kernel/drivers/gpu/drm/vc4/
H A Dvc4_validate_shaders.c31 * (reading it as a texture, uniform data, or direct-addressed TMU
37 * 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 right
78 /* Set when entering a basic block, and cleared when the uniform
241 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()
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/OK3568_Linux_fs/external/xserver/glamor/
H A Dglamor_gradient.c49 "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()
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H A Dglamor_program.c110 .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",
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H A Dglamor_transform.h39 GLint uniform);
44 GLint uniform) in glamor_set_color() argument
47 pixmap->drawable.depth, pixel, uniform); in glamor_set_color()
66 GLint uniform);
86 #define GLAMOR_DECLARE_MATRIX "uniform vec4 v_matrix;\n"
H A Dglamor_transform.c110 * from the specified GC. Load the target color into the specified uniform
117 GLint uniform) in glamor_set_color_depth() argument
129 glUniform4fv(uniform, 1, color); in glamor_set_color_depth()
136 GLint uniform) in glamor_set_solid() argument
161 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()
/OK3568_Linux_fs/yocto/poky/meta/recipes-graphics/mesa/mesa-demos/
H A D0001-mesa-demos-Add-missing-data-files.patch87 +uniform float BumpDensity; // = 16.0
88 +uniform float BumpSize; // = 0.15
89 +uniform float SpecularFactor; // = 0.5
91 +uniform sampler2D Tex;
127 +layout(std140) uniform colors0
188 +uniform vec2 Offset[KernelSize];
190 +uniform vec4 KernelValue[KernelSize];
191 +uniform sampler2D srcTex;
192 +uniform vec4 ScaleFactor;
193 +uniform vec4 BaseColor;
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/OK3568_Linux_fs/buildroot/dl/qt5location/git/src/3rdparty/mapbox-gl-native/src/mbgl/renderer/
H A Dpaint_property_binder.hpp5 #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 interpolate
70 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 or
167 // 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()
/OK3568_Linux_fs/kernel/arch/x86/mm/
H A Dnuma_emulation.c223 int i, ret, uniform = 0; in split_nodes_size_interleave_uniform() local
230 * 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()

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