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  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_gs.h 84 * Register holding streamed vertex buffer pointers -- see the Sandy
90 struct brw_reg vertex[MAX_GS_VERTS]; member in struct:brw_gs_compile::__anon25422
101 /* Number of registers used to store vertex data */
brw_clip_util.c 117 /* Fixup position. Extract from the original vertex and re-project
144 /* Just copy the vertex header:
172 /* This is a true vertex result (and not a special value for the VUE
202 /* Recreate the projected (NDC) coordinate in the new vertex
220 /* Copy the vertex from vertn into m1..mN+1:
225 * each vertex in turn:
230 /* Send each vertex as a seperate write to the urb. This
294 /* If flatshading, distribute color from provoking vertex prior to
304 byte_offset(c->reg.vertex[to],
307 byte_offset(c->reg.vertex[from]
    [all...]
  /frameworks/native/services/surfaceflinger/RenderEngine/
Program.h 32 * Abstracts a GLSL program comprising a vertex and fragment shader
39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
  /external/chromium_org/third_party/angle_dx11/src/libGLESv2/renderer/
renderer11_utils.h 56 void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
63 void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d10tri/
d3d10tri.cpp 31 struct vertex { struct
36 static struct vertex vertices[3] =
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11tri/
d3d11tri.cpp 31 struct vertex { struct
36 static struct vertex vertices[3] =
66 // inverse order to make sure the implementation can properly parse the vertex shader signature
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
brw_clip_util.c 117 /* Fixup position. Extract from the original vertex and re-project
144 /* Just copy the vertex header:
172 /* This is a true vertex result (and not a special value for the VUE
202 /* Recreate the projected (NDC) coordinate in the new vertex
220 /* Copy the vertex from vertn into m1..mN+1:
225 * each vertex in turn:
230 /* Send each vertex as a seperate write to the urb. This
294 /* If flatshading, distribute color from provoking vertex prior to
304 byte_offset(c->reg.vertex[to],
307 byte_offset(c->reg.vertex[from]
    [all...]
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d10tri/
d3d10tri.cpp 31 struct vertex { struct
36 static struct vertex vertices[3] =
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11tri/
d3d11tri.cpp 31 struct vertex { struct
36 static struct vertex vertices[3] =
66 // inverse order to make sure the implementation can properly parse the vertex shader signature
  /external/chromium_org/third_party/mesa/src/docs/OLD/
MESA_program_debug.spec 36 vertex and fragment programs.
38 The concept is that vertex and fragment program debuggers will be
44 each vertex or fragment instruction.
50 be called prior to executing each vertex or fragment program instruction.
84 If we want to be able to single-step through vertex/fragment
177 vertex program, respectively. The callbacks are enabled and
245 vertex and/or fragment programs defined by those extensions may
247 by those extensions (i.e. "v[X]" to query vertex attributes,
248 "o[X]" for vertex outputs, etc.)
256 a supported vertex or fragment program type
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv30/
nv30_vbo.c 134 for (i = 0; i < nv30->vertex->num_elements; i++) {
135 struct pipe_vertex_element *ve = &nv30->vertex->pipe[i];
183 struct nv30_vertex_stateobj *vertex = nv30->vertex; local
189 if (!nv30->vertex || nv30->draw_flags)
192 if (unlikely(vertex->need_conversion)) {
202 redefine = MAX2(vertex->num_elements, nv30->state.num_vtxelts);
205 for (i = 0; i < vertex->num_elements; i++) {
206 ve = &vertex->pipe[i];
210 PUSH_DATA (push, (vb->stride << 8) | vertex->element[i].state)
    [all...]
  /external/mesa3d/docs/OLD/
MESA_program_debug.spec 36 vertex and fragment programs.
38 The concept is that vertex and fragment program debuggers will be
44 each vertex or fragment instruction.
50 be called prior to executing each vertex or fragment program instruction.
84 If we want to be able to single-step through vertex/fragment
177 vertex program, respectively. The callbacks are enabled and
245 vertex and/or fragment programs defined by those extensions may
247 by those extensions (i.e. "v[X]" to query vertex attributes,
248 "o[X]" for vertex outputs, etc.)
256 a supported vertex or fragment program type
    [all...]
  /external/mesa3d/src/gallium/drivers/nv30/
nv30_vbo.c 134 for (i = 0; i < nv30->vertex->num_elements; i++) {
135 struct pipe_vertex_element *ve = &nv30->vertex->pipe[i];
183 struct nv30_vertex_stateobj *vertex = nv30->vertex; local
189 if (!nv30->vertex || nv30->draw_flags)
192 if (unlikely(vertex->need_conversion)) {
202 redefine = MAX2(vertex->num_elements, nv30->state.num_vtxelts);
205 for (i = 0; i < vertex->num_elements; i++) {
206 ve = &vertex->pipe[i];
210 PUSH_DATA (push, (vb->stride << 8) | vertex->element[i].state)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv50/
nv50_vbo.c 184 if (unlikely(nv50->vertex->instance_bufs & (1 << vbi))) {
193 nv50->vertex->vb_access_size[vbi];
230 for (i = 0; i < nv50->vertex->num_elements; ++i) {
231 struct pipe_vertex_element *ve = &nv50->vertex->element[i].pipe;
280 struct nv50_vertex_stateobj *vertex = nv50->vertex; local
286 const unsigned n = MAX2(vertex->num_elements, nv50->state.num_vtxelts);
288 if (unlikely(vertex->need_conversion))
297 /* if vertex buffer was written by GPU - flush VBO cache */
308 /* update vertex format state *
    [all...]
  /external/mesa3d/src/gallium/drivers/nv50/
nv50_vbo.c 184 if (unlikely(nv50->vertex->instance_bufs & (1 << vbi))) {
193 nv50->vertex->vb_access_size[vbi];
230 for (i = 0; i < nv50->vertex->num_elements; ++i) {
231 struct pipe_vertex_element *ve = &nv50->vertex->element[i].pipe;
280 struct nv50_vertex_stateobj *vertex = nv50->vertex; local
286 const unsigned n = MAX2(vertex->num_elements, nv50->state.num_vtxelts);
288 if (unlikely(vertex->need_conversion))
297 /* if vertex buffer was written by GPU - flush VBO cache */
308 /* update vertex format state *
    [all...]
  /external/chromium_org/ppapi/examples/mouse_lock/
mouse_lock.cc 159 pp::Point vertex(mouse_movement_.x() + center_x,
200 ((y - anchor_1.y()) * (vertex.x() - anchor_1.x())) >
201 ((vertex.y() - anchor_1.y()) * (x - anchor_1.x()));
203 ((y - anchor_2.y()) * (vertex.x() - anchor_2.x())) <
204 ((vertex.y() - anchor_2.y()) * (x - anchor_2.x()));
  /external/chromium_org/third_party/mesa/src/src/gallium/tests/graw/
shader-leak.c 35 struct vertex { struct
40 static struct vertex vertices[1] =
82 ve[0].src_offset = Offset(struct vertex, position);
84 ve[1].src_offset = Offset(struct vertex, color);
91 vbuf.stride = sizeof(struct vertex);
tri-gs.c 31 struct vertex { struct
36 static struct vertex vertices[4] =
83 ve[0].src_offset = Offset(struct vertex, position);
85 ve[1].src_offset = Offset(struct vertex, color);
92 vbuf.stride = sizeof( struct vertex );
150 "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
tri-instanced.c 34 struct vertex { struct
44 * Vertex data.
45 * Each vertex has three attributes: position, color and translation.
49 static struct vertex vertices[4] =
115 ve[0].src_offset = Offset(struct vertex, position);
120 ve[1].src_offset = Offset(struct vertex, color);
134 /* vertex data */
135 vbuf[0].stride = sizeof( struct vertex );
178 " 1: ADD OUT[0], IN[0], IN[2]\n" /* add instance pos to vertex pos */
gs-test.c 55 struct vertex { struct
62 /* Vertex data matches progs/fp/fp-tri.c, but flipped in Y dimension
65 static struct vertex vertices[] =
86 static struct vertex vertices_strip[] =
239 ve[0].src_offset = Offset(struct vertex, position);
241 ve[1].src_offset = Offset(struct vertex, color);
243 ve[2].src_offset = Offset(struct vertex, texcoord);
245 ve[3].src_offset = Offset(struct vertex, generic);
251 vbuf.stride = sizeof( struct vertex );
  /external/mesa3d/src/gallium/tests/graw/
shader-leak.c 35 struct vertex { struct
40 static struct vertex vertices[1] =
82 ve[0].src_offset = Offset(struct vertex, position);
84 ve[1].src_offset = Offset(struct vertex, color);
91 vbuf.stride = sizeof(struct vertex);
tri-gs.c 31 struct vertex { struct
36 static struct vertex vertices[4] =
83 ve[0].src_offset = Offset(struct vertex, position);
85 ve[1].src_offset = Offset(struct vertex, color);
92 vbuf.stride = sizeof( struct vertex );
150 "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
tri-instanced.c 34 struct vertex { struct
44 * Vertex data.
45 * Each vertex has three attributes: position, color and translation.
49 static struct vertex vertices[4] =
115 ve[0].src_offset = Offset(struct vertex, position);
120 ve[1].src_offset = Offset(struct vertex, color);
134 /* vertex data */
135 vbuf[0].stride = sizeof( struct vertex );
178 " 1: ADD OUT[0], IN[0], IN[2]\n" /* add instance pos to vertex pos */
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/nvc0/
nvc0_push.c 44 ctx->translate = nvc0->vertex->translate;
46 if (likely(nvc0->vertex->num_elements < 32))
55 ve = &nvc0->vertex->element[nvc0->vertprog->vp.edgeflag].pipe;
60 ctx->packet_vertex_limit = nvc0->vertex->vtx_per_packet_max;
65 ctx->vertex_words = nvc0->vertex->vtx_size;
316 if (apply_bias && likely(!(nvc0->vertex->instance_bufs & (1 << i))))
356 const unsigned a = nvc0->vertex->num_elements;
395 const unsigned a = nvc0->vertex->num_elements;
  /external/mesa3d/src/gallium/drivers/nvc0/
nvc0_push.c 44 ctx->translate = nvc0->vertex->translate;
46 if (likely(nvc0->vertex->num_elements < 32))
55 ve = &nvc0->vertex->element[nvc0->vertprog->vp.edgeflag].pipe;
60 ctx->packet_vertex_limit = nvc0->vertex->vtx_per_packet_max;
65 ctx->vertex_words = nvc0->vertex->vtx_size;
316 if (apply_bias && likely(!(nvc0->vertex->instance_bufs & (1 << i))))
356 const unsigned a = nvc0->vertex->num_elements;
395 const unsigned a = nvc0->vertex->num_elements;

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