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  /external/llvm/lib/Target/R600/
AMDGPU.h 43 VERTEX = 1,
  /external/skia/include/gpu/
GrAARectRenderer.h 41 // since we now have a coverage vertex attribute
  /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)
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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
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  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
Buffer.h 7 // Buffer.h: Defines the gl::Buffer class, representing storage of vertex and/or
  /frameworks/base/core/jni/android/opengl/
poly.h 34 typedef struct { /* A POLYGON VERTEX */
  /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
  /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.
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);
  /frameworks/native/opengl/libagl/
Android.mk 23 vertex.cpp.arm
vertex.h 1 /* libs/opengles/vertex.h
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
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  /frameworks/rs/driver/
rsdPath.h 25 const android::renderscript::Allocation *vertex,
  /frameworks/rs/
rsg.spec 82 param RsAllocation vertex
  /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
  /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)
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  /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)
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.
  /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
  /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
  /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
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  /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
  /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 */
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  /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 */
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  /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)
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