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  /development/tools/winscope/
webpack.config.js 31 test: /\.vue$/,
32 loader: 'vue-loader',
36 // other vue-loader options go here
89 // http://vue-loader.vuejs.org/en/workflow/production.html
  /external/mesa3d/src/intel/compiler/
brw_nir.h 108 void brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue);
113 void brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue,
brw_compiler.h 242 * the VUE, even if they aren't written by the vertex shader.
723 /* Mapping of VUE slots to interpolation modes.
777 * compile_sf_prog() inserts into its VUE map to cause the gl_PointCoord
803 * and "slots" within the vertex URB entry (VUE). A "slot" is defined as a
804 * single octaword within the VUE (128 bits).
807 * accessing the VUE in URB_NOSWIZZLE mode, each register corresponds to two
808 * consecutive VUE slots. When accessing the VUE in URB_INTERLEAVED mode (as
809 * in a vertex shader), each register corresponds to a single VUE slot, since
814 * Bitfield representing all varying slots that are (a) stored in this VUE
1076 struct brw_vue_prog_data vue; member in union:brw_any_prog_data
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  /external/mesa3d/src/mesa/drivers/dri/i965/
genX_state_upload.c 475 unsigned vue = brw->vb.nr_enabled; local
481 assert(vue > 0);
482 vue--;
485 WARN_ONCE(vue >= 33,
493 vfs.VertexIDElementOffset = vue;
499 vfs.InstanceIDElementOffset = vue;
505 vfi.VertexElementIndex = vue;
655 * of in the VUE. We have to upload it sideband as the last vertex
920 * attribute in the VUE (relative to urb_entry_read_offset, see below), and a
924 * If an attribute is "swizzled", then the given VUE location is used fo
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