/external/llvm/lib/Target/R600/ |
AMDGPU.h | 43 VERTEX = 1,
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/external/skia/include/gpu/ |
GrAARectRenderer.h | 41 // since we now have a coverage vertex attribute
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/external/skia/src/gpu/ |
GrAAHairLinePathRenderer.cpp | 322 struct Vertex { 336 GR_STATIC_ASSERT(sizeof(Vertex) == 3 * sizeof(GrPoint)); 357 const SkMatrix* toSrc, Vertex verts[kVertsPerQuad]) { 384 Vertex& a0 = verts[0]; 385 Vertex& a1 = verts[1]; 386 Vertex& b0 = verts[2]; 387 Vertex& c0 = verts[3]; 388 Vertex& c1 = verts[4]; 427 toSrc->mapPointsWithStride(&verts[0].fPos, sizeof(Vertex), kVertsPerQuad); 429 DevToUV.apply<kVertsPerQuad, sizeof(Vertex), sizeof(GrPoint)>(verts) [all...] |
GrInOrderDrawBuffer.cpp | 82 // Using per-vertex colors allows batching across colors. (A lot of rects in a row differing 83 // only in color is a common occurrence in tables). However, having per-vertex colors disables 87 // were a stage it could take a hint that every vertex's color will be opaque. 93 // mismatch. TODO: Once vertex layout is owned by GrDrawState it should skip comparing the 126 // the vertex positions then we have to account for the view matrix change. 258 // update the amount of reserved vertex data actually referenced in draws 511 // Moreover, flushing blows away vertex and index data that was 512 // previously reserved. So if the vertex or index data is pulled from 605 // If we get a release vertex space call then our current source should either be reserved 610 // When the caller reserved vertex buffer space we gave it back a pointe [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
Buffer.h | 7 // Buffer.h: Defines the gl::Buffer class, representing storage of vertex and/or
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/frameworks/base/core/jni/android/opengl/ |
poly.h | 34 typedef struct { /* A POLYGON VERTEX */
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/frameworks/base/graphics/java/android/renderscript/ |
ProgramVertex.java | 19 * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in 36 * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p> 49 * ProgramVertex, also know as a vertex shader, describes a
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/frameworks/base/libs/hwui/ |
Caches.h | 69 static const GLsizei gVertexStride = sizeof(Vertex); 189 * Binds an attrib to the specified float vertex pointer. 195 * Binds an attrib to the specified float vertex pointer. 201 * Resets the vertex pointers.
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Program.h | 101 * determine the generation of both the vertex and fragment shaders. 138 bool isAA; // drawing with a per-vertex alpha 308 * A program holds a vertex and a fragment shader. It offers several utility 319 * Creates a new program with the specified vertex and fragment 322 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
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/frameworks/native/opengl/libagl/ |
Android.mk | 23 vertex.cpp.arm
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vertex.h | 1 /* libs/opengles/vertex.h
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array.cpp | 24 #include "vertex.h" 107 c->arrays.vertex.size = 4; 108 c->arrays.vertex.type = GL_FLOAT; 438 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break; 449 #pragma mark Vertex Cache 534 // vertex cache size must be multiple of 1 571 // vertex cache size must be multiple of 1 593 // copy back the last processed vertex 619 // vertex cache size must be multiple of 2 661 // vertex cache size must be multiple of 2. This is extremely importan [all...] |
/frameworks/rs/driver/ |
rsdPath.h | 25 const android::renderscript::Allocation *vertex,
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/frameworks/rs/ |
rsg.spec | 82 param RsAllocation vertex
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/packages/screensavers/Basic/src/com/android/dreams/basic/ |
ColorsGLRenderer.java | 230 private static int buildProgram(String vertex, String fragment) { 231 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); 327 // number of coordinates per vertex in this array 344 private final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex 350 private final int colorStride = COLOR_PLANES_PER_VERTEX * 4; // bytes per vertex 360 // initialize vertex byte buffer for shape coordinates 388 // get handle to vertex shader's a_position member
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/external/valgrind/main/auxprogs/ |
DotToScc.hs | 114 search relation (visited, sequence) vertex 115 | utSetElementOf vertex visited = (visited, sequence ) 116 | otherwise = (visited', vertex: sequence') 120 (utSetUnion visited (utSetSingleton vertex), sequence) 121 (relation vertex) 136 search relation (visited, utSetSequence) vertex 137 | utSetElementOf vertex visited = (visited, utSetSequence ) 138 | otherwise = (visited', utSetFromList (vertex: sequence): utSetSequence) 142 (utSetUnion visited (utSetSingleton vertex), []) 143 (relation vertex) [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
RenderContext.java | 173 * Currently bound element array vertex buffer. 185 * Currently bound array vertex buffer. 228 * Vertex attribs currently bound and enabled. If a slot is null, then 234 * IDList for vertex attributes 264 * Use vertex color (GL1 only)
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Renderer.java | 246 * Uploads a vertex buffer to the GPU. 248 * @param vb The vertex buffer to upload 253 * Deletes a vertex buffer from the GPU. 254 * @param vb The vertex buffer to delete 262 * and shading it based on the given vertex attributes. 264 * instance of the mesh being rendered inside the vertex shader.
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/frameworks/base/docs/html/training/graphics/opengl/ |
shapes.jd | 48 this is to define a vertex array of floating point numbers for the coordinates. For maximum 57 // number of coordinates per vertex in this array 69 // initialize vertex byte buffer for shape coordinates 120 // number of coordinates per vertex in this array 130 // initialize vertex byte buffer for shape coordinates
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/external/jmonkeyengine/engine/src/core/com/jme3/collision/ |
SweepSphere.java | 145 float velocitySquared, Vector3f vertex, float t) { 147 // B = 2 * (velocity . (center - vertex)); 148 // C = ||vertex - center||^2 - 1f; 150 temp1.set(sCenter).subtractLocal(vertex); 157 // float B = sCenter.subtract(vertex).dot(sVelocity) * 2f; 158 // float C = vertex.subtract(sCenter).lengthSquared() - 1f; 295 // vertex 1 304 // vertex 2 312 // vertex 3
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/ |
MeshHelper.java | 157 // this map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList'
158 // positions (it simply tells which vertex is referenced where in the result list)
283 // initial vertex position (used with animation)
415 // vertex data
434 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
452 * This method fills the vertex reference map. The vertices are loaded once and referenced many times in the model. This map is created
453 * to tell where the basic vertices are referenced in the result vertex lists. The key of the map is the basic vertex index, and its key
457 * the index of the vertex from its basic table
459 * the index of the vertex in its result vertex list [all...] |
/external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/ |
TriStrip.java | 43 * <li>flexibly optimizes for post TnL vertex caches (16 on GeForce1/2, 24 on GeForce3).
47 * <li>can remap indices to improve spatial locality in your vertex buffers.
259 * vertex buffer.
263 * vertex buffer, also can be thought of as the range of acceptable values
268 * reorder your vertex buffer.
283 //point to "last" vertex in VB
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/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
d3dtypes.h | 168 * Vertex data types supported in an ExecuteBuffer.
212 D3DCOLOR color; /* Vertex color */
216 D3DCOLOR specular; /* Specular component of vertex */
247 D3DCOLOR color; /* Vertex color */
251 D3DCOLOR specular; /* Specular component of vertex */
513 * vertex data.
785 WORD wStart; /* Index to first vertex in source */
786 WORD wDest; /* Index to first vertex in local buffer */
828 * Primitive structures and related defines. Vertex offsets are to types
837 WORD v1; /* Vertex indices */ [all...] |
/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
D3DTYPES.H | 168 * Vertex data types supported in an ExecuteBuffer.
212 D3DCOLOR color; /* Vertex color */
216 D3DCOLOR specular; /* Specular component of vertex */
247 D3DCOLOR color; /* Vertex color */
251 D3DCOLOR specular; /* Specular component of vertex */
513 * vertex data.
785 WORD wStart; /* Index to first vertex in source */
786 WORD wDest; /* Index to first vertex in local buffer */
828 * Primitive structures and related defines. Vertex offsets are to types
837 WORD v1; /* Vertex indices */ [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/ |
VertexDataManager.cpp | 71 ERR("Failed to map vertex buffer."); 190 // Perform the vertex data translations 202 ERR("An enabled vertex array has no buffer and no pointer."); 272 // Mapping from OpenGL-ES vertex attrib type to D3D decl type: 306 // D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type. 329 // VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination. 356 // VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums). 422 // and the D3DDECLTYPE member needed for the vertex declaration in declflag. 549 ERR("Out of memory allocating a vertex buffer of size %lu.", size) [all...] |