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  /external/clang/test/CodeGenCXX/
debug-info-template-array.cpp 9 struct Vertex {};
13 unique_ptr<Vertex<2>[]> v = unique_ptr<Vertex<2>[]>();
  /cts/tests/tests/opengl/src/android/opengl/cts/
Vertex.java 18 public class Vertex {
RendererElevenShaderTest.java 25 private String fragmentShaderCode = Vertex.successfulcompile_vertex;
  /external/ceres-solver/internal/ceres/
graph.h 45 // A weighted undirected graph templated over the vertex ids. Vertex
47 template <typename Vertex>
52 // Add a weighted vertex. If the vertex already exists in the graph,
54 void AddVertex(const Vertex& vertex, double weight) {
55 if (vertices_.find(vertex) == vertices_.end()) {
56 vertices_.insert(vertex);
57 edges_[vertex] = HashSet<Vertex>()
    [all...]
graph_algorithms.h 45 template <typename Vertex>
48 explicit VertexDegreeLessThan(const Graph<Vertex>& graph)
51 bool operator()(const Vertex& lhs, const Vertex& rhs) const {
59 const Graph<Vertex>& graph_;
78 template <typename Vertex>
79 int IndependentSetOrdering(const Graph<Vertex>& graph,
80 vector<Vertex>* ordering) {
81 const HashSet<Vertex>& vertices = graph.vertices();
94 HashMap<Vertex, char> vertex_color
110 const Vertex& vertex = vertex_queue[i]; local
133 const Vertex vertex = *it; local
    [all...]
  /external/webkit/Source/WebCore/platform/graphics/gpu/
LoopBlinnLocalTriangulator.h 46 class Vertex {
47 WTF_MAKE_NONCOPYABLE(Vertex);
49 Vertex()
64 // Sets the position and texture coordinates of the vertex.
72 // Flags for walking from the start vertex to the end vertex.
111 // 2D coordinates of the vertex in the plane.
116 // Flags for walking from the start vertex to the end vertex.
132 // Gets the vertex at the given index, 0 <= index < 3
    [all...]
LoopBlinnLocalTriangulator.cpp 41 bool LoopBlinnLocalTriangulator::Triangle::contains(LoopBlinnLocalTriangulator::Vertex* v)
46 LoopBlinnLocalTriangulator::Vertex* LoopBlinnLocalTriangulator::Triangle::nextVertex(LoopBlinnLocalTriangulator::Vertex* current, bool traverseCounterClockwise)
61 int LoopBlinnLocalTriangulator::Triangle::indexForVertex(LoopBlinnLocalTriangulator::Vertex* vertex)
64 if (m_vertices[i] == vertex)
74 // start to the end vertex.
110 // being filled. We ignore the interior vertex unless it is also
111 // the ending vertex, and skip the edges shared between two
113 Vertex* v = &m_vertices[0]
    [all...]
  /external/skia/legacy/src/core/
SkConcaveToTriangles.cpp 26 // left-handed by looking at the top vertex, which is available in the
81 class Vertex;
85 // The Trapezoid (actually, up to two of them) is embedded into a Vertex, whose
94 const Vertex* left() const { return fLeft; }
95 const Vertex* right() const { return fRight; }
96 const Vertex* bottom() const { return fBottom; }
97 Vertex* left() { return fLeft; }
98 Vertex* right() { return fRight; }
99 Vertex* bottom() { return fBottom; }
100 void setLeft(Vertex *left) { fLeft = left;
    [all...]
  /frameworks/base/libs/hwui/
Vertex.h 24 * Simple structure to describe a vertex with a position and a texture.
26 struct Vertex {
29 static inline void set(Vertex* vertex, float x, float y) {
30 vertex[0].position[0] = x;
31 vertex[0].position[1] = y;
33 }; // struct Vertex
36 * Simple structure to describe a vertex with a position and texture UV.
42 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
43 vertex[0].position[0] = x
    [all...]
PathTessellator.cpp 51 #include "Vertex.h"
69 inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
70 Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
78 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
79 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
164 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
165 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
188 void getStrokeVerticesFromPerimeter(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter
    [all...]
PathTessellator.h 24 #include "Vertex.h"
103 float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
114 Vector<Vertex> &outputVertices);
126 Vector<Vertex> &outputVertices);
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.
OpenGLRenderer.cpp 1295 Vertex* vertex = mesh; local
2112 ColorTextureVertex* vertex = mesh; local
2493 TextureVertex* vertex = &pointsData[0]; local
3314 Vertex* vertex = mesh; local
    [all...]
  /development/ndk/platforms/android-18/samples/gles3jni/jni/
gles3jni.h 60 struct Vertex {
64 extern const Vertex QUAD[4];
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));
gles3jni.cpp 23 const Vertex QUAD[4] = {
60 shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment",
  /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/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/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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  /external/opencv/cvaux/src/
enmin.cpp 73 // struct Vertex is used for storing vertices of graph
75 struct Vertex
84 // srcVtx - coordinate of source vertex on the real image line
85 // destVtx - coordinate of destination vertex on the real image line
197 getSizeForGraph( Vertex ),
211 ( ( Vertex* )newVtxPtr ) -> coord = i;
216 ( ( Vertex* )newVtxPtr ) -> coord = -2; /* adding alpha vertex */
219 ( ( Vertex* )newVtxPtr ) -> coord = -1; /* adding beta vertex */
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  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
Shader.java 83 * Control vertex processing. (e.g transform of model to clip space)
85 Vertex,
  /external/chromium/chrome/browser/resources/gpu_internals/
browser_bridge_tests.js 8 gpuInfo: {"basic_info":[{"description":"Initialization time","value":"111"},{"description":"Vendor Id","value":"0x10de"},{"description":"Device Id","value":"0x0658"},{"description":"Driver vendor","value":"NVIDIA"},{"description":"Driver version","value":"195.36.24"},{"description":"Driver date","value":""},{"description":"Pixel shader version","value":"1.50"},{"description":"Vertex shader version","value":"1.50"},{"description":"GL version","value":"3.2"},{"description":"GL_VENDOR","value":"NVIDIA Corporation"},{"description":"GL_RENDERER","value":"Quadro FX 380/PCI/SSE2"},{"description":"GL_VERSION","value":"3.2.0 NVIDIA 195.36.24"},{"description":"GL_EXTENSIONS","value":"GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum "}],
  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
DesktopAssetManager.java 382 * Load a vertex/fragment shader combo.
399 s.addSource(Shader.ShaderType.Vertex, vertName, vertSource, key.getDefines().getCompiled());
  /external/qemu/distrib/sdl-1.2.15/src/video/fbcon/
riva_mmio.h 274 } Vertex[16];

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