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Lines Matching defs:v3

337                            const VertexOutput * v2, const VertexOutput * v3)
342 const VertexOutput * a = v1, * b = v2, * d = v3;
351 if (v3->position.y < a->position.y) {
354 a = v3;
355 } else if (v3->position.y < b->position.y) {
357 b = v3;
391 VertexOutput * v1 = vouts + 0, * v2 = vouts + 1, * v3 = vouts + 2;
434 iface->ProcessVertex(iface, vin3, v3);
460 // GGLProcessVertex(program, vin3, v3, (const float (*)[4])matrix);
465 // v3->position.x, v3->position.y, v3->position.z, v3->position.w);
469 v3->position /= v3->position.w;
472 // v2->position.x, v2->position.y, v3->position.x, v3->position.y);
476 iface->ViewportTransform(iface, &v3->position);
483 // v3->position = vin3->attributes[0];
487 // v3->varyings[0] = vin3->attributes[1];
491 // v2->position.x, v2->position.y, v3->position.x, v3->position.y);
496 // v3->varyings[0].x, v3->varyings[0].y, v3->varyings[0].z, v3->varyings[0].w);
500 area += v2->position.x * v3->position.y - v3->position.x * v2->position.y;
501 area += v3->position.x * v1->position.y - v1->position.x * v3->position.y;
525 v3->frontFacingPointCoord.y = !((unsigned &)area & 0x80000000) ?
555 iface->RasterTriangle(iface, v1, v2, v3);