/external/clang/test/CodeGen/ |
2002-02-14-EntryNodePreds.c | 10 struct VERTEX *v;
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/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])
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/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.
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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 [all...] |
/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 [all...] |
/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 [all...] |
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 [all...] |
/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 [all...] |
/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 [all...] |
/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()) [all...] |
/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()) [all...] |
/external/skia/include/gpu/gl/ |
GrGLConfig_chrome.h | 14 // ANGLE creates a temp VB for vertex attributes not specified per-vertex.
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/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
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/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) [all...] |
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
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/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
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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
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/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] [all...] |
/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)
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/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.
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/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.
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/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 [all...] |
/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));
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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));
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/external/kernel-headers/original/asm-mips/sn/ |
types.h | 24 typedef dev_t vertex_hdl_t; /* hardware graph vertex handle */
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