Processors get agglomerated by constructing a single cell mesh for each processor with each processor interface a face. This then gets agglomerated using the pairGAMGAgglomeration algorithm with the number of f
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{ gboolean boolean; gint integer; gchar *str; gchar **array; gdouble dbl; gint64 int64; } prev; union { gchar *str; struct { gint len; gchar **data; } array; } allocated; } Change; typedef struct { gchar **ptr; gchar *value; } PendingNull; struct _GOptionContext { GList *...
+ static numa_run_on_node_func_t _numa_run_on_node; + static unsigned long* _numa_all_nodes; static struct bitmask* _numa_all_nodes_ptr; static struct bitmask* _numa_nodes_ptr; + static struct bitmask* _numa_interleave_bitmask; ...
g_byte_array_unref g_bytes_compare g_bytes_equal g_bytes_get_data g_bytes_get_size g_bytes_get_type g_bytes_hash g_bytes_new g_bytes_new_from_bytes g_bytes_new_static g_bytes_new_take g_bytes_new_with_free_func g_bytes_ref g_bytes_unref g_bytes_unref_to...
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The two parts are allocated as a single vector that is accessed with two pointers—old_ptr points to the first value in the historical part, which is also the start address of the vector, and new_ptr (or simply ptr) points to the first new value in the array. The second pointer is ...
Despite the length of that function, it was actually real easy to modify by just replacing all the GUICtrlCreateListViewItem statements with _addarray() to turn it into a 2darray. All the statements are already deliminted with '|' so that worked out nice. I then pass that 2darray to _...
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void *ptr0 = buffer0->buf_vaddr; vxInputImage = vxCreateImageFromHandle(contextVX, VX_DF_IMAGE_RGBX, &patch0, (void **)&ptr0, VX_MEMORY_TYPE_HOST); With this scheme you can create a multi API pipeline, where you can post-process your OpenGL ES render result with CV or VX witho...