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Lines Matching refs:vertex

216    //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
217 VertexOutput vertex(*start);
237 // ALOGD("pf2 GGLScanLine scanline=%p start=%p constants=%p", scanLineFunction, &vertex, constants);
239 scanLineFunction(&vertex, &vertexDx, constants, frame, depth, stencil, activeStencil, endX - startX + 1);
274 // //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
275 // VertexOutput vertex(*start);
292 // vertex.varyings[i].i[j] = vertex.varyings[i].f[j] * 65536;
295 // vertex.position.i[j] = vertex.position.f[j] * 65536;
297 // vertex.frontFacingPointCoord.i[j] = vertex.frontFacingPointCoord.f[j] * 65536;
315 // scanLineFunction(&vertex, &vertexDx, ctx->glCtx->CurrentProgram->ValuesUniform, frame, depth, stencil, &ctx->activeStencil, endX - startX + 1);
334 // //assert(abs((int)(vertex.position.x) - (int)x) < 2);
335 // //assert((unsigned)vertex.position.y == y);
370 // z = vertex.position.i[2];
408 // function(&vertex, &vertex, ctx->glCtx->CurrentProgram->ValuesUniform);
416 //// RGBAIntToRGBAIntx4(vertex.fragColor[0].u[0], &src);
418 // RGBAFloatx4ToRGBAIntx4(&vertex.fragColor[0], &src);
421 //// src.u[0] = vertex.fragColor[0].u[0];
422 //// src.u[1] = vertex.fragColor[0].u[1];
423 //// src.u[2] = vertex.fragColor[0].u[2];
424 //// src.u[3] = vertex.fragColor[0].u[3];
500 //// *frame = vertex.fragColor[0].u[0];
504 // RGBAFloatx4ToRGBAIntx4(&vertex.fragColor[0], &src);
510 //// Vec4<BlendComp_t> & src = (Vec4<BlendComp_t> &)vertex.fragColor[0];
520 //// Vec4<BlendComp_t> & src = (Vec4<BlendComp_t> &)vertex.fragColor[0];
544 // vertex.position.i[j] += vertexDx.position.i[j];
546 // vertex.varyings[i].i[j] += vertexDx.varyings[i].i[j];
548 // vertex.position.i[2] += vertexDx.position.i[2];
550 // vertex.frontFacingPointCoord.i[2] = vertexDx.frontFacingPointCoord.i[2];
551 // vertex.frontFacingPointCoord.i[3] = vertexDx.frontFacingPointCoord.i[3];
555 // vertex.position += vertexDx.position;
557 // vertex.position.z += vertexDx.position.z;
560 // vertex.varyings[i] += vertexDx.varyings[i];
562 // vertex.frontFacingPointCoord.z += vertexDx.frontFacingPointCoord.z;
563 // vertex.frontFacingPointCoord.w += vertexDx.frontFacingPointCoord.w;