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/third_party/lzma/CPP/7zip/Archive/7z/
H A D7zIn.cpp379 and it's safe to access just 10 bytes in that reserved area */ in FindAndReadSignature()
/third_party/mbedtls/include/mbedtls/
H A Dcipher.h993 * bound to a key, and have just completed a cipher
/third_party/lame/ACM/
H A DAEncodeProperties.cpp1527 // if yes, just do nothing
/third_party/lame/libmp3lame/
H A Dset_get.c2251 * just another daily changing developer switch
/third_party/json/tests/src/
H A Dunit-bson.cpp1290 // object keys; in these cases, just compare whether both
/third_party/json/tests/thirdparty/Fuzzer/test/
H A DFuzzerUnittest.cpp20 // For now, have LLVMFuzzerTestOneInput just to make it link.
/third_party/jinja2/
H A Dparser.py312 # by asserting that the body, if not empty, is just TemplateData nodes
/third_party/mesa3d/src/egl/drivers/dri2/
H A Dplatform_x11.c940 * events, just shove one down to the driver, even though we haven't told in dri2_x11_swap_buffers_msc()
H A Dplatform_android.c894 * Pbuffers in the X11 platform mostly work today, so let's just copy its
/third_party/mesa3d/src/freedreno/ir3/
H A Dir3_sched.c622 /* We mostly just want to try to schedule another texture fetch in should_defer()
H A Dir3_parser.y55 * required here, so just use the float versions:
/third_party/mesa3d/src/compiler/nir/
H A Dnir_print.c125 * float or an int), so just print the raw constant in hex for fidelity in print_const_from_load()
H A Dnir_loop_analyze.c140 * have to be massively accurate; they just have to be good enough that loop
/third_party/mesa3d/src/broadcom/qpu/
H A Dqpu_pack.c776 /* Some QPU ops require a bit more than just basic opcode and mux a/b in v3d_qpu_add_unpack()
/third_party/libwebsockets/lib/roles/http/client/
H A Dclient-http.c466 * not complete just wait for next packet coming in this state in lws_http_client_socket_service()
/third_party/ltp/pan/
H A Dltp-pan.c1348 /* plug in the new struct just after the head */ in mark_orphan()
/third_party/mesa3d/src/gallium/drivers/softpipe/
H A Dsp_quad_blend.c1168 * Just copy the quad color to the framebuffer tile (respecting the writemask),
/third_party/mesa3d/src/gallium/frontends/nine/
H A Dnine_memory_helper.c363 /* Insert just before cur_region */
/third_party/mesa3d/src/gtest/src/
H A Dgtest-port.cc272 // There's no portable way to detect the number of threads, so we just in GetThreadCount()
/third_party/mesa3d/src/gallium/frontends/d3d10umd/
H A DOutputMerger.cpp186 * Conversion should just be ordinary conversion. Actual clamping will in ClearRenderTargetView()
/third_party/mesa3d/src/intel/compiler/
H A Dbrw_fs_copy_propagation.cpp722 * type. If we got here, then we can just change the source and in try_copy_propagate()
H A Dbrw_compiler.h1129 * Technically this is not a varying but just a placeholder that
/third_party/mesa3d/src/gallium/drivers/radeonsi/
H A Dsi_shader_llvm.c1200 /* We reuse the VS prolog code for TES just to load the input VGPRs from LDS. */ in si_llvm_compile_shader()
H A Dsi_blit.c382 /* We just had to completely decompress Z/S for texturing. Enable in si_decompress_depth()
/third_party/mesa3d/src/gallium/drivers/virgl/
H A Dvirgl_encode.c647 * Here, we are just copying the memory into <arr>. We do not try to in virgl_encode_clear_texture()

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