/external/libcxxabi/test/ |
D | dynamic_cast_stress.pass.cpp | 16 template <std::size_t Indx, std::size_t Depth> 18 : public virtual C<Indx, Depth-1>, 19 public virtual C<Indx+1, Depth-1> 30 template <std::size_t Indx, std::size_t Depth> 32 : public virtual C<Indx, Depth-1>, 33 public virtual C<Indx+1, Depth-1> 37 template <class Indx, std::size_t Depth> 40 template <std::size_t ...Indx, std::size_t Depth> 41 struct makeB<std::__tuple_indices<Indx...>, Depth> 42 : public B<Indx, Depth>... [all …]
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/external/llvm/include/llvm/CodeGen/ |
D | ScoreboardHazardRecognizer.h | 46 size_t Depth; variable 50 Scoreboard():Data(nullptr), Depth(0), Head(0) { } in Scoreboard() 55 size_t getDepth() const { return Depth; } in getDepth() 58 assert(Depth && !(Depth & (Depth - 1)) && 61 return Data[(Head + idx) & (Depth-1)]; 66 Depth = d; 67 Data = new unsigned[Depth]; 70 memset(Data, 0, Depth * sizeof(Data[0])); 75 Head = (Head + 1) & (Depth-1); in advance() 79 Head = (Head - 1) & (Depth-1); in recede()
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/external/swiftshader/third_party/LLVM/include/llvm/CodeGen/ |
D | ScoreboardHazardRecognizer.h | 47 size_t Depth; variable 51 Scoreboard():Data(NULL), Depth(0), Head(0) { } in Scoreboard() 56 size_t getDepth() const { return Depth; } in getDepth() 59 assert(Depth && !(Depth & (Depth - 1)) && 62 return Data[(Head + idx) & (Depth-1)]; 67 Depth = d; 68 Data = new unsigned[Depth]; 71 memset(Data, 0, Depth * sizeof(Data[0])); 76 Head = (Head + 1) & (Depth-1); in advance() 80 Head = (Head - 1) & (Depth-1); in recede()
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/external/deqp-deps/glslang/Test/baseResults/ |
D | hlsl.pp.line.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 16 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 29 0:127 Depth: direct index for structure ( temp float) 30 0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 36 0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 41 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 42 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 43 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 47 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 51 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 53 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 62 0:33 Depth: direct index for structure ( temp float) 63 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 69 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 74 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 75 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 76 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 80 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 84 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.offset.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 50 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 59 0:41 Depth: direct index for structure ( temp float) 60 0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 66 0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 71 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 72 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 73 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 77 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 81 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.load.buffer.float.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 41 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 50 0:35 Depth: direct index for structure ( temp float) 51 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 57 0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 62 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 63 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 64 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 68 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 72 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.load.buffer.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 38 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 47 0:35 Depth: direct index for structure ( temp float) 48 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 54 0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 59 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 60 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 61 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 65 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 69 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.inoutquals.frag.out | 27 …nition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 51 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 61 0:23 Depth: direct index for structure ( temp float) 62 0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 70 0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 78 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 79 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 80 …n Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 86 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 90 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.array.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 80 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 89 0:40 Depth: direct index for structure ( temp float) 90 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 96 0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 101 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 102 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 103 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 107 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 111 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.gather.basic.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 74 0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 83 0:45 Depth: direct index for structure ( temp float) 84 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 90 0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 95 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 96 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 97 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 101 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 105 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.sample.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 89 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 98 0:34 Depth: direct index for structure ( temp float) 99 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 105 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 110 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 111 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 112 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 116 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 120 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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D | hlsl.samplegrad.offsetarray.dx10.frag.out | 6 …on Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 119 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 128 0:36 Depth: direct index for structure ( temp float) 129 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 135 0:38 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 140 … child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 141 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 142 …Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 146 … 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 150 0:? '@entryPointOutput.Depth' ( out float FragDepth) [all …]
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/external/swiftshader/third_party/llvm-7.0/llvm/include/llvm/CodeGen/ |
D | ScoreboardHazardRecognizer.h | 46 size_t Depth = 0; variable 58 size_t getDepth() const { return Depth; } in getDepth() 62 assert(Depth && !(Depth & (Depth - 1)) && 65 return Data[(Head + idx) & (Depth-1)]; 70 Depth = d; 71 Data = new unsigned[Depth]; 74 memset(Data, 0, Depth * sizeof(Data[0])); 79 Head = (Head + 1) & (Depth-1); in advance() 83 Head = (Head - 1) & (Depth-1); in recede()
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/external/mesa3d/src/mesa/main/ |
D | depth.c | 49 ctx->Depth.Clear = CLAMP( depth, 0.0, 1.0 ); in _mesa_ClearDepth() 63 if (ctx->Depth.Func == func) in depth_func() 85 ctx->Depth.Func = func; in depth_func() 125 if (ctx->Depth.Mask == flag) in _mesa_DepthMask() 130 ctx->Depth.Mask = flag; in _mesa_DepthMask() 157 if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax) in _mesa_DepthBoundsEXT() 162 ctx->Depth.BoundsMin = (GLfloat) zmin; in _mesa_DepthBoundsEXT() 163 ctx->Depth.BoundsMax = (GLfloat) zmax; in _mesa_DepthBoundsEXT() 178 ctx->Depth.Test = GL_FALSE; in _mesa_init_depth() 179 ctx->Depth.Clear = 1.0; in _mesa_init_depth() [all …]
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/external/swiftshader/third_party/LLVM/lib/Analysis/ |
D | ValueTracking.cpp | 62 const TargetData *TD, unsigned Depth) { in ComputeMaskedBits() argument 64 assert(Depth <= MaxDepth && "Limit Search Depth"); in ComputeMaskedBits() 96 TD, Depth); in ComputeMaskedBits() 130 TD, Depth+1); in ComputeMaskedBits() 147 if (Depth == MaxDepth || Mask == 0) in ComputeMaskedBits() 158 ComputeMaskedBits(I->getOperand(1), Mask, KnownZero, KnownOne, TD, Depth+1); in ComputeMaskedBits() 161 Depth+1); in ComputeMaskedBits() 172 ComputeMaskedBits(I->getOperand(1), Mask, KnownZero, KnownOne, TD, Depth+1); in ComputeMaskedBits() 175 Depth+1); in ComputeMaskedBits() 186 ComputeMaskedBits(I->getOperand(1), Mask, KnownZero, KnownOne, TD, Depth+1); in ComputeMaskedBits() [all …]
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/external/llvm/lib/Analysis/ |
D | ValueTracking.cpp | 123 unsigned Depth, const Query &Q); 126 const DataLayout &DL, unsigned Depth, in computeKnownBits() argument 129 ::computeKnownBits(V, KnownZero, KnownOne, Depth, in computeKnownBits() 149 unsigned Depth, const Query &Q); 152 const DataLayout &DL, unsigned Depth, in ComputeSignBit() argument 155 ::ComputeSignBit(V, KnownZero, KnownOne, Depth, in ComputeSignBit() 159 static bool isKnownToBeAPowerOfTwo(Value *V, bool OrZero, unsigned Depth, 163 unsigned Depth, AssumptionCache *AC, in isKnownToBeAPowerOfTwo() argument 166 return ::isKnownToBeAPowerOfTwo(V, OrZero, Depth, in isKnownToBeAPowerOfTwo() 170 static bool isKnownNonZero(Value *V, unsigned Depth, const Query &Q); [all …]
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/external/swiftshader/third_party/llvm-7.0/llvm/lib/Analysis/ |
D | ValueTracking.cpp | 162 unsigned Depth, const Query &Q); 165 const DataLayout &DL, unsigned Depth, in computeKnownBits() argument 169 ::computeKnownBits(V, Known, Depth, in computeKnownBits() 173 static KnownBits computeKnownBits(const Value *V, unsigned Depth, 177 unsigned Depth, AssumptionCache *AC, in computeKnownBits() argument 181 return ::computeKnownBits(V, Depth, in computeKnownBits() 221 static bool isKnownToBeAPowerOfTwo(const Value *V, bool OrZero, unsigned Depth, 226 unsigned Depth, AssumptionCache *AC, in isKnownToBeAPowerOfTwo() argument 229 return ::isKnownToBeAPowerOfTwo(V, OrZero, Depth, in isKnownToBeAPowerOfTwo() 233 static bool isKnownNonZero(const Value *V, unsigned Depth, const Query &Q); [all …]
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/external/swiftshader/third_party/LLVM/lib/Transforms/InstCombine/ |
D | InstCombineSimplifyDemanded.cpp | 70 unsigned Depth) { in SimplifyDemandedBits() argument 72 KnownZero, KnownOne, Depth); in SimplifyDemandedBits() 102 unsigned Depth) { in SimplifyDemandedUseBits() argument 104 assert(Depth <= 6 && "Limit Search Depth"); in SimplifyDemandedUseBits() 137 if (Depth == 6) // Limit search depth. in SimplifyDemandedUseBits() 145 ComputeMaskedBits(V, DemandedMask, KnownZero, KnownOne, Depth); in SimplifyDemandedUseBits() 152 if (Depth != 0 && !I->hasOneUse()) { in SimplifyDemandedUseBits() 160 RHSKnownZero, RHSKnownOne, Depth+1); in SimplifyDemandedUseBits() 162 LHSKnownZero, LHSKnownOne, Depth+1); in SimplifyDemandedUseBits() 184 RHSKnownZero, RHSKnownOne, Depth+1); in SimplifyDemandedUseBits() [all …]
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/external/swiftshader/third_party/llvm-7.0/llvm/lib/Transforms/InstCombine/ |
D | InstCombineSimplifyDemanded.cpp | 84 unsigned Depth) { in SimplifyDemandedBits() argument 87 Depth, I); in SimplifyDemandedBits() 118 KnownBits &Known, unsigned Depth, in SimplifyDemandedUseBits() argument 121 assert(Depth <= 6 && "Limit Search Depth"); in SimplifyDemandedUseBits() 130 computeKnownBits(V, Known, Depth, CxtI); in SimplifyDemandedUseBits() 138 if (Depth == 6) // Limit search depth. in SimplifyDemandedUseBits() 143 computeKnownBits(V, Known, Depth, CxtI); in SimplifyDemandedUseBits() 150 if (Depth != 0 && !I->hasOneUse()) in SimplifyDemandedUseBits() 151 return SimplifyMultipleUseDemandedBits(I, DemandedMask, Known, Depth, CxtI); in SimplifyDemandedUseBits() 159 if (Depth == 0 && !V->hasOneUse()) in SimplifyDemandedUseBits() [all …]
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/external/llvm/lib/Transforms/InstCombine/ |
D | InstCombineSimplifyDemanded.cpp | 71 unsigned Depth) { in SimplifyDemandedBits() argument 74 KnownOne, Depth, UserI); in SimplifyDemandedBits() 105 unsigned Depth, in SimplifyDemandedUseBits() argument 108 assert(Depth <= 6 && "Limit Search Depth"); in SimplifyDemandedUseBits() 138 if (Depth == 6) // Limit search depth. in SimplifyDemandedUseBits() 146 computeKnownBits(V, KnownZero, KnownOne, Depth, CxtI); in SimplifyDemandedUseBits() 153 if (Depth != 0 && !I->hasOneUse()) { in SimplifyDemandedUseBits() 160 computeKnownBits(I->getOperand(1), RHSKnownZero, RHSKnownOne, Depth + 1, in SimplifyDemandedUseBits() 162 computeKnownBits(I->getOperand(0), LHSKnownZero, LHSKnownOne, Depth + 1, in SimplifyDemandedUseBits() 184 computeKnownBits(I->getOperand(1), RHSKnownZero, RHSKnownOne, Depth + 1, in SimplifyDemandedUseBits() [all …]
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/external/swiftshader/third_party/LLVM/lib/Transforms/Utils/ |
D | AddrModeMatcher.cpp | 68 unsigned Depth) { in MatchScaledValue() argument 72 return MatchAddr(ScaleReg, Depth); in MatchScaledValue() 154 unsigned Depth) { in MatchOperationAddr() argument 156 if (Depth >= 5) return false; in MatchOperationAddr() 161 return MatchAddr(AddrInst->getOperand(0), Depth); in MatchOperationAddr() 166 return MatchAddr(AddrInst->getOperand(0), Depth); in MatchOperationAddr() 177 return MatchAddr(AddrInst->getOperand(0), Depth); in MatchOperationAddr() 183 if (MatchAddr(AddrInst->getOperand(1), Depth+1) && in MatchOperationAddr() 184 MatchAddr(AddrInst->getOperand(0), Depth+1)) in MatchOperationAddr() 192 if (MatchAddr(AddrInst->getOperand(0), Depth+1) && in MatchOperationAddr() [all …]
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/external/swiftshader/third_party/LLVM/include/llvm/Analysis/ |
D | ValueTracking.h | 41 unsigned Depth = 0); 46 const TargetData *TD = 0, unsigned Depth = 0); 52 bool isPowerOfTwo(Value *V, const TargetData *TD = 0, unsigned Depth = 0); 58 bool isKnownNonZero(Value *V, const TargetData *TD = 0, unsigned Depth = 0); 70 const TargetData *TD = 0, unsigned Depth = 0); 82 unsigned Depth = 0); 91 unsigned Depth = 0); 96 bool CannotBeNegativeZero(const Value *V, unsigned Depth = 0);
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/external/llvm/lib/Target/NVPTX/ |
D | NVPTXFavorNonGenericAddrSpaces.cpp | 107 Value *hoistAddrSpaceCastFrom(Value *V, int Depth = 0); 109 Value *hoistAddrSpaceCastFromGEP(GEPOperator *GEP, int Depth); 111 Value *hoistAddrSpaceCastFromBitCast(BitCastOperator *BC, int Depth); 149 GEPOperator *GEP, int Depth) { in hoistAddrSpaceCastFromGEP() argument 151 hoistAddrSpaceCastFrom(GEP->getPointerOperand(), Depth + 1); in hoistAddrSpaceCastFromGEP() 187 BitCastOperator *BC, int Depth) { in hoistAddrSpaceCastFromBitCast() argument 188 Value *NewOperand = hoistAddrSpaceCastFrom(BC->getOperand(0), Depth + 1); in hoistAddrSpaceCastFromBitCast() 224 int Depth) { in hoistAddrSpaceCastFrom() argument 231 if (Depth >= MaxDepth) in hoistAddrSpaceCastFrom() 238 return hoistAddrSpaceCastFromGEP(GEP, Depth); in hoistAddrSpaceCastFrom() [all …]
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/external/eigen/test/ |
D | product_small.cpp | 43 template<typename T, int Rows, int Cols, int Depth, int OC, int OA, int OB> 44 typename internal::enable_if<! ( (Rows ==1&&Depth!=1&&OA==ColMajor) 45 || (Depth==1&&Rows !=1&&OA==RowMajor) 46 || (Cols ==1&&Depth!=1&&OB==RowMajor) 47 || (Depth==1&&Cols !=1&&OB==ColMajor) 52 Matrix<T,Rows,Depth,OA> A(rows,depth); A.setRandom(); in test_lazy_single() 53 Matrix<T,Depth,Cols,OB> B(depth,cols); B.setRandom(); in test_lazy_single() 59 template<typename T, int Rows, int Cols, int Depth, int OC, int OA, int OB> 60 typename internal::enable_if< ( (Rows ==1&&Depth!=1&&OA==ColMajor) 61 || (Depth==1&&Rows !=1&&OA==RowMajor) [all …]
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