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  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 30 float4x4 modelview;
55 float3 view = mul((float3x4)modelview, input.position);
59 result.normal = mul((float3x3)modelview, input.normal);
d3d11gears.cpp 58 float4x4 modelview; member in struct:cbuf_t
282 void draw_one(ID3D11DeviceContext* ctx, cbuf_t& cbd, const float4x4& modelview, float angle)
286 float4x4 m2 = modelview;
290 cbd.modelview = m2;
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 30 float4x4 modelview;
55 float3 view = mul((float3x4)modelview, input.position);
59 result.normal = mul((float3x3)modelview, input.normal);
d3d11gears.cpp 58 float4x4 modelview; member in struct:cbuf_t
282 void draw_one(ID3D11DeviceContext* ctx, cbuf_t& cbd, const float4x4& modelview, float angle)
286 float4x4 m2 = modelview;
290 cbd.modelview = m2;
  /external/chromium_org/third_party/angle/samples/gles2_book/Simple_VertexShader/
Simple_VertexShader.c 91 ESMatrix modelview; local
107 esMatrixLoadIdentity( &modelview );
110 esTranslate( &modelview, 0.0, 0.0, -2.0 );
113 esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 );
117 esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective );
  /external/chromium_org/third_party/angle/samples/gles2_book/PostSubBuffer/
PostSubBuffer.c 101 ESMatrix modelview; local
117 esMatrixLoadIdentity( &modelview );
120 esTranslate( &modelview, 0.0, 0.0, -2.0 );
123 esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 );
127 esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective );
  /external/chromium_org/third_party/mesa/src/docs/
MESA_window_pos.spec 32 coordinate with the RasterPos command, the modelview matrix, projection
39 current raster position, bypassing the modelview matrix, the
93 WindowPosMESA operates like RasterPos except that the current modelview
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/vega/
renderer.h 58 const struct matrix *modelview,
65 const struct matrix *modelview);
shader.c 52 struct matrix modelview; member in struct:shader
362 &shader->modelview,
397 shader->modelview = *mat;
renderer.c     [all...]
  /external/mesa3d/docs/
MESA_window_pos.spec 32 coordinate with the RasterPos command, the modelview matrix, projection
39 current raster position, bypassing the modelview matrix, the
93 WindowPosMESA operates like RasterPos except that the current modelview
  /external/mesa3d/src/gallium/state_trackers/vega/
renderer.h 58 const struct matrix *modelview,
65 const struct matrix *modelview);
shader.c 52 struct matrix modelview; member in struct:shader
362 &shader->modelview,
397 shader->modelview = *mat;
renderer.c     [all...]
  /external/chromium_org/mojo/examples/sample_app/
spinning_cube.cc 455 ESMatrix modelview; local
456 modelview.LoadIdentity();
457 modelview.Translate(0.0, 0.0, -2.0);
458 modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0);
460 state_->mvp_matrix_.Multiply(&modelview, &perspective);
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
ffvertex_prog.c 509 GLint s0, /* modelview, projection, etc */
732 struct ureg modelview[4]; local
738 0, modelview );
740 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
744 STATE_MATRIX_TRANSPOSE, modelview );
746 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
761 struct ureg modelview[4]; local
766 0, modelview );
768 emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
    [all...]
  /external/mesa3d/src/mesa/main/
ffvertex_prog.c 509 GLint s0, /* modelview, projection, etc */
732 struct ureg modelview[4]; local
738 0, modelview );
740 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
744 STATE_MATRIX_TRANSPOSE, modelview );
746 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
761 struct ureg modelview[4]; local
766 0, modelview );
768 emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
    [all...]
  /frameworks/native/opengl/libagl/
matrix.cpp 68 c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH);
73 c->transforms.current = &c->transforms.modelview;
90 c->transforms.modelview.uninit();
122 // Validate the modelview
123 if (dirty & transform_state_t::MODELVIEW) {
124 c->transforms.modelview.validate();
498 case GL_MODELVIEW: dirty |= MODELVIEW | MVP | MVUI | MVIT; break;
509 matrixf_t::multiply(temp_mvp, projection.top(), modelview.top());
589 const GLfloat* const mv = modelview.top().elements();
602 const GLfloat* const mv = modelview.top().elements()
    [all...]
vertex.cpp 114 &c->transforms.modelview.transform, &v->eye, &v->obj);
context.h 482 MODELVIEW = 0x01,
491 matrix_stack_t modelview; member in struct:android::gl::transform_state_t
495 // modelview * projection
501 // full modelview inverse transpose
state.cpp 463 c->transforms.modelview.top().elements(),
light.cpp 386 const transform_t& mv = c->transforms.modelview.transform;
536 ogles_validate_transform(c, transform_state_t::MODELVIEW);
537 transform_t& mv = c->transforms.modelview.transform;
array.cpp     [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/program/
program_lexer.l 286 {dot}modelview { return MODELVIEW; }
  /external/mesa3d/src/mesa/program/
program_lexer.l 286 {dot}modelview { return MODELVIEW; }

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