/dports/devel/cflow/cflow-2.0/ |
H A D | prcg.c | 28 #define DEPTH_MAX 200 /* max path length */ macro 85 static int maxdepth = DEPTH_MAX; /* print to at most depth `maxdepth' */ 119 if ((maxdepth = atoi(optarg)) > DEPTH_MAX) in main() 120 maxdepth = DEPTH_MAX; in main() 459 struct name_node *active_node[DEPTH_MAX]; /* current path */ 468 if (active_p < DEPTH_MAX) { in makeactive()
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/dports/graphics/blender/blender-2.91.0/source/blender/gpu/intern/ |
H A D | gpu_select_pick.c | 52 #define DEPTH_MAX 0xffffffff macro 99 return (*prev != *curr) && (*curr != DEPTH_MAX); in depth_is_filled() 127 if (*curr != DEPTH_MAX) { in depth_buf_rect_depth_any() 141 if (*curr != DEPTH_MAX) { in depth_buf_subrect_depth_any() 352 ps->gl.rect_depth->buf[i] = DEPTH_MAX; in gpu_select_pick_begin() 387 depth_t depth_best = DEPTH_MAX; in gpu_select_load_id_pass_all()
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/dports/net/dhcpd-pools/dhcpd-pools-3.1/src/ |
H A D | mustach.c | 31 #define DEPTH_MAX 256 macro 127 struct { const char *name, *again; size_t length; int emit, entered; } stack[DEPTH_MAX]; in process() 222 if (depth == DEPTH_MAX) in process()
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/dports/graphics/pixie/Pixie/src/ri/ |
H A D | options.h | 59 DEPTH_MAX, enumerator
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H A D | stochastic.cpp | 781 case DEPTH_MAX:
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H A D | rendererContext.cpp | 1335 else if (strcmp(val,"max") == 0) options->depthFilter = DEPTH_MAX;
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/dports/games/libretro-uae/libretro-uae-8333daa/sources/src/ |
H A D | genlinetoscr.c | 22 #define DEPTH_MAX DEPTH_32BPP macro 506 for (bpp = DEPTH_16BPP; bpp <= DEPTH_MAX; bpp++) { in main()
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/dports/emulators/fs-uae/fs-uae-3.1.35/src/ |
H A D | genlinetoscr.cpp | 24 #define DEPTH_MAX DEPTH_32BPP macro 590 for (bpp = DEPTH_16BPP; bpp <= DEPTH_MAX; bpp++) { in main()
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/dports/games/libretro-play/Play--3cd0a367b5e24c061a6310c68c9fa7f6b531ebd4/Source/gs/GSH_Vulkan/ |
H A D | GSH_VulkanDraw.cpp | 28 #define DEPTH_MAX (4294967296.0f) macro 718 outputDepth = ToFloat(inputDepth) / NewFloat4(b, DEPTH_MAX, DEPTH_MAX, DEPTH_MAX, DEPTH_MAX); in CreateVertexShader() 1111 auto srcDepth = ToUint(inputDepth->x() * NewFloat(b, DEPTH_MAX)); in CreateFragmentShader()
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/dports/science/gromacs/gromacs-2021.4/src/gromacs/timing/ |
H A D | wallcycle.cpp | 99 # define DEPTH_MAX 6 macro 100 int counterlist[DEPTH_MAX]; 301 if (wc->count_depth < 0 || wc->count_depth >= DEPTH_MAX) in debug_start_check()
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/dports/graphics/povray37/povray-3.7.0.10/source/backend/lighting/ |
H A D | radiosity.h | 247 static const unsigned int DEPTH_MAX = (OT_DEPTH_MAX < 20 ? OT_DEPTH_MAX : 20); variable
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/dports/graphics/povray38/povunix-v3.8.0-beta.2-src/source/core/lighting/ |
H A D | radiosity.h | 266 static const unsigned int DEPTH_MAX = (OT_DEPTH_MAX < 20 ? OT_DEPTH_MAX : 20); variable
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/dports/net/stone/stone-2.4/ |
H A D | stone.c | 362 #define DEPTH_MAX 10 macro 382 regex_t *re[DEPTH_MAX]; 432 char *regexp[DEPTH_MAX]; 7560 re = ss->re[DEPTH_MAX - depthmax + depth]; in verify_callback() 7562 if (depth < DEPTH_MAX && re) { in verify_callback() 7787 for (i=0; i < DEPTH_MAX; i++) { in mkStoneSSL() 7839 for (i=0; i < DEPTH_MAX; i++) { in rmStoneSSL() 9232 opts->depth = DEPTH_MAX - 1; in sslopts_default() 9346 if (0 <= depth && depth < DEPTH_MAX) { in sslopts() 9354 if (0 < depth && depth <= DEPTH_MAX) { in sslopts() [all …]
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/dports/graphics/povray37/povray-3.7.0.10/source/backend/parser/ |
H A D | parse.cpp | 7194 …ecursionLimit < 1) || (sceneData->radiositySettings.recursionLimit > RadiosityFunction::DEPTH_MAX)) in Parse_Global_Settings() 7196 … Error("Radiosity recursion limit must be in the range 1 to %d.", RadiosityFunction::DEPTH_MAX); in Parse_Global_Settings()
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/dports/graphics/povray38/povunix-v3.8.0-beta.2-src/source/parser/ |
H A D | parser.cpp | 7583 …ecursionLimit < 1) || (sceneData->radiositySettings.recursionLimit > RadiosityFunction::DEPTH_MAX)) in Parse_Global_Settings() 7585 … Error("Radiosity recursion limit must be in the range 1 to %d.", RadiosityFunction::DEPTH_MAX); in Parse_Global_Settings()
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