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  /external/clang/test/CodeGen/
2002-02-14-EntryNodePreds.c 10 struct VERTEX *v;
  /external/clang/utils/analyzer/
ubiviz 30 if action == 'vertex':
31 vertex = data[1]
32 G.new_vertex_w_id(vertex)
34 G.set_vertex_attribute(vertex, attribute[0], attribute[1])
  /frameworks/base/media/mca/filterfw/native/core/
vertex_frame.h 25 // A VertexFrame stores vertex attribute data in a VBO. Unlike other frames,
26 // you often create instances of VertexFrame yourself, to pass vertex data to
37 // Upload the given data to the vertex buffer. The size must match the size
43 // The size of the vertex buffer in bytes.
shader_program.h 46 // By default a ShaderProgram provides its own vertex shader. However, a custom
47 // vertex shader may be passed and used instead.
48 // When implementing a vertex shader, the following attribute names have special
51 // - a_position: The vertex position
55 // are present in the vertex shader source code.
71 // A default vertex shader is used, which renders the input texture to a
82 // Create a new shader program with the given fragment and vertex shader
128 // the default vertex shader is used, or your custom vertex shader defines
222 // When storing vertex data, it is recommended to use VertexFrames whe
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  /external/llvm/include/llvm/Analysis/
DominatorInternals.h 44 Vertex.push_back(V); // Vertex[n] = V;
71 DT.Vertex.push_back(BB); // Vertex[n] = V;
125 typename GraphT::NodeType* VAncestor = DT.Vertex[VInfo.Parent];
163 DT.Vertex.push_back(NULL); // Vertex[n] = V;
177 // bucket for each vertex. However, this is unnecessary, because each vertex
179 // vertex's bucket is processed before it is added to any bucket itself
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  /external/skia/src/gpu/
GrDrawTarget.h 137 * blend modes it is safe to fold the coverage into constant or per-vertex
147 * via the vertex layout.
150 * 3. If a vertex source has not yet been specified then all stages with
151 * non-NULL textures will be referenced by the vertex layout.
157 * color specified by setColor or per-vertex colors will give the right
158 * blending result. If a vertex source has not yet been specified then
160 * referenced by the vertex layout.
166 * (if line primitive type is drawn)? If a vertex source has not yet been
168 * textures will be referenced by the vertex layout.
192 * already provided vertex data in a format compatible with
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GrDrawState.h 34 * the interpolated vertex positions or explicit per-vertex coords, depending upon the
43 * per-vertex colors, depending upon GrVertexLayout. The input to the first coverage stage is
44 * either a constant coverage (usually full-coverage), interpolated per-vertex coverage, or
110 /// @name Vertex Format
115 * Flags that indicate the layout of vertex data. Vertices always contain
117 * of 2D texture coordinates, per-vertex colors, and per-vertex coverage.
171 /* Each vertex specificies an edge. Distance to the edge is used to
183 // Helpers for picking apart vertex layout
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  /frameworks/base/graphics/java/android/renderscript/
Mesh.java 28 * represent vertex data (positions, normals, texture
31 * Vertex data could either be interleaved within one
34 * vertex channel name matches an input in the vertex program,
46 * Describes the way mesh vertex data is interpreted when rendering
52 * Vertex data will be rendered as a series of points
57 * Vertex pairs will be rendered as lines
62 * Vertex data will be rendered as a connected line strip
74 * triangle defined by a new vertex
80 * share first vertex as the origi
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  /external/llvm/test/CodeGen/ARM/
2009-07-18-RewriterBug.ll 5 %struct.VERTEX = type { %struct.VEC2, %struct.VERTEX*, %struct.VERTEX* }
6 %struct.edge_rec = type { %struct.VERTEX*, %struct.edge_rec*, i32, i8* }
9 @llvm.used = appending global [1 x i8*] [i8* bitcast (void (%struct.EDGE_PAIR*, %struct.VERTEX*, %struct.VERTEX*)* @build_delaunay to i8*)], section "llvm.metadata" ; <[1 x i8*]*> [#uses=0]
11 define void @build_delaunay(%struct.EDGE_PAIR* noalias nocapture sret %agg.result, %struct.VERTEX* %tree, %struct.VERTEX* %extra) nounwind {
15 %0 = icmp eq %struct.VERTEX* %tree, null ; <i1> [#uses=1]
19 %1 = getelementptr %struct.VERTEX* %tree, i32 0, i32 2 ; <%struct.VERTEX**> [#uses=1
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  /dalvik/dx/src/com/android/dx/ssa/
Dominators.java 56 private final ArrayList<SsaBasicBlock> vertex; field in class:Dominators
75 this.vertex = new ArrayList<SsaBasicBlock>();
175 vertex.add(root);
188 int dfsMax = vertex.size() - 1;
192 SsaBasicBlock w = vertex.get(i);
213 info[vertex.get(wInfo.semidom).getIndex()].bucket.add(w);
222 // Implicity define idom for each vertex.
239 // Now explicitly define the immediate dominator of each vertex
241 SsaBasicBlock w = vertex.get(i);
243 != vertex.get(info[w.getIndex()].semidom).getIndex())
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  /external/dexmaker/src/dx/java/com/android/dx/ssa/
Dominators.java 56 private final ArrayList<SsaBasicBlock> vertex; field in class:Dominators
75 this.vertex = new ArrayList<SsaBasicBlock>();
175 vertex.add(root);
188 int dfsMax = vertex.size() - 1;
192 SsaBasicBlock w = vertex.get(i);
213 info[vertex.get(wInfo.semidom).getIndex()].bucket.add(w);
222 // Implicity define idom for each vertex.
239 // Now explicitly define the immediate dominator of each vertex
241 SsaBasicBlock w = vertex.get(i);
243 != vertex.get(info[w.getIndex()].semidom).getIndex())
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  /external/skia/include/gpu/gl/
GrGLConfig_chrome.h 14 // ANGLE creates a temp VB for vertex attributes not specified per-vertex.
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
Pose.java 68 * Applies the offsets of this pose to the vertex buffer given by the blend factor.
70 * @param blend Blend factor, 0 = no change to vertex buffer, 1 = apply full offsets
71 * @param vertbuf Vertex buffer to apply this pose to
80 // acquire vertex
86 // write modified vertex
  /frameworks/base/libs/hwui/
Patch.cpp 149 TextureVertex* vertex = mVertices; local
177 generateRow(vertex, y1, y2, v1, v2, stretchX, rescaleX, right - left,
196 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, right - left,
217 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
245 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
263 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
267 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
294 TextureVertex::set(vertex++, x1, y1, u1, v1);
295 TextureVertex::set(vertex++, x2, y1, u2, v1);
296 TextureVertex::set(vertex++, x1, y2, u1, v2)
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Debug.h 41 // Turn on to display debug info about vertex/fragment shaders
58 // Turn on to display vertex and tex coords data about 9patch objects
61 // Turn on to display vertex and tex coords data used by empty quads
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshFaceShape.java 24 * Constructor. It stores a copy of vertex list of all meshes.
61 // the index of the first vertex of a face (must be dividable by 3)
63 // put the point somewhere between the first and the second vertex of a face
68 // move the result towards the last face vertex
84 // the index of the first vertex of a face (must be dividable by 3)
87 // put the point somewhere between the first and the second vertex of a face
92 // move the result towards the last face vertex
EmitterMeshVertexShape.java 35 * Constructor. It stores a copy of vertex list of all meshes.
83 * This method fills the point with coordinates of randomly selected mesh vertex.
85 * the variable to store with coordinates of randomly selected mesh vertex
95 * This method fills the point with coordinates of randomly selected mesh vertex.
96 * The normal param is filled with selected vertex's normal.
98 * the variable to store with coordinates of randomly selected mesh vertex
100 * filled with selected vertex's normal
  /external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/
OBJLoader.java 77 protected final HashMap<Vertex, Integer> vertIndexMap = new HashMap<Vertex, Integer>(100);
78 protected final IntMap<Vertex> indexVertMap = new IntMap<Vertex>(100);
91 protected static class Vertex {
106 final Vertex other = (Vertex) obj;
130 Vertex[] verticies;
179 protected void findVertexIndex(Vertex vert){
194 t[0].verticies = new Vertex[3]
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  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCustomMesh.java 48 * once with vertex colors, and once with a wireframe material.
63 // Vertex positions in space
100 // Second mesh uses vertex colors to color each vertex
112 //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f
114 // Red value (is increased by .2 on each next vertex here)
116 // Green value (is reduced by .2 on each next vertex)
  /frameworks/base/core/jni/android/opengl/
poly_clip.cpp 51 * index is an index into the array of floats at each vertex, such that
74 /* on old polygon (p), u is previous vertex, v is current vertex */
75 /* tv is negative if vertex v is in */
88 if (tv<=0.0f) /* vertex v is in, copy it to q */
95 * using the homogeneous screen coordinates (sx, sy, sz, sw) of each vertex,
97 * and similar tests for y and z, for each vertex v of the polygon.
  /external/webkit/Source/ThirdParty/ANGLE/src/compiler/
VersionGLSL.cpp 13 // 1. "invariant" keyword: This can occur in both - vertex and fragment shaders
18 // of vertex shader.
69 // of vertex shader.
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Mesh.java 64 * <li>Points - Every vertex represents a single point in space,
98 * previous vertex to make a line. {@link Mesh#setLineWidth(float) } can
105 * the last vertex is connected with the first to form a line.
127 * with the very first vertex to make a triangle.
186 * Creates a new mesh with no {@link VertexBuffer vertex buffers}.
192 * Create a shallow clone of this Mesh. The {@link VertexBuffer vertex
221 * The {@link VertexBuffer vertex buffers} and the data inside them
262 * of the {@link VertexBuffer vertex buffer} data, however the
310 // or it doesn't have bone-vertex assignments, so its not animated
468 * Returns the maximum number of weights per vertex on this mesh
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  /development/ndk/platforms/android-18/samples/gles3jni/jni/
RendererES2.cpp 132 glVertexAttribPointer(mPosAttrib, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, pos));
133 glVertexAttribPointer(mColorAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, rgba));
RendererES3.cpp 106 glVertexAttribPointer(POS_ATTRIB, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, pos));
107 glVertexAttribPointer(COLOR_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, rgba));
  /external/kernel-headers/original/asm-mips/sn/
types.h 24 typedef dev_t vertex_hdl_t; /* hardware graph vertex handle */

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