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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_private.h 219 boolean force_passthrough; /**< never clip or shade */
draw_pt_fetch_shade_emit.c 47 /* Prototype fetch, shade, emit-hw-verts all in one go.
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_rast_priv.h 248 * Shade all pixels in a 4x4 block. The fragment code omits the
  /external/mesa3d/src/mesa/drivers/dri/common/xmlpool/
t_options.h 196 DRI_CONF_DESC(en,gettext("A post-processing filter to cel-shade the output")) \
de.po 190 msgid "A post-processing filter to cel-shade the output"
  /external/mesa3d/src/mesa/swrast_setup/
ss_triangle.c 106 * Render a triangle respecting cull and shade model.
ss_tritmp.h 95 /* flat shade */
  /external/skia/src/gpu/
GrPathRenderer.h 62 * 2) kStencilOnly: The path renderer cannot apply arbitrary stencil rules nor shade and stencil
  /frameworks/base/docs/html/design/downloads/
index.jd 181 shade that can be used as a complement when needed.</p>
  /frameworks/base/docs/html/preview/
notifications.jd 93 notification from within the notification shade without having to open the originating application.
203 <p> After this period of time, it retreats back to the Notification shade. If a notification is
308 when they expand the notification shade.</p>
346 accordingly. Aspects of the system UI such as the notification shade (or any other notification
  /frameworks/base/services/core/java/com/android/server/dreams/
DreamController.java 117 // Close the notification shade. Don't need to send to all, but better to be explicit.
  /frameworks/ex/camera2/portability/src/com/android/ex/camera2/portability/
AndroidCamera2Capabilities.java 258 return WhiteBalance.SHADE;
AndroidCameraCapabilities.java 231 mSupportedWhiteBalances.add(WhiteBalance.SHADE);
  /prebuilts/tools/common/m2/repository/org/objenesis/objenesis-parent/1.2/
objenesis-parent-1.2.pom 216 <!-- generated pom by maven-shade-plugin -->
  /external/libpcap/doc/
pcap.html 221 <table border="0" cellpadding="0" cellspacing="2" align="center"><tr><td align="center"><font face="monaco, MS Sans Serif" size="1"><b>&nbsp;Basic block structure.&nbsp;</b></font><br /></td></tr></table><hr size="1" shade="0">
300 <table border="0" cellpadding="0" cellspacing="2" align="center"><tr><td align="center"><font face="monaco, MS Sans Serif" size="1"><b>&nbsp;File structure example: the Section Header Block.&nbsp;</b></font><br /></td></tr></table><hr size="1" shade="0">
336 <table border="0" cellpadding="0" cellspacing="2" align="center"><tr><td align="center"><font face="monaco, MS Sans Serif" size="1"><b>&nbsp;Section Header Block format.&nbsp;</b></font><br /></td></tr></table><hr size="1" shade="0">
401 <table border="0" cellpadding="0" cellspacing="2" align="center"><tr><td align="center"><font face="monaco, MS Sans Serif" size="1"><b>&nbsp;Interface Description Block format.&nbsp;</b></font><br /></td></tr></table><hr size="1" shade="0">
522 <table border="0" cellpadding="0" cellspacing="2" align="center"><tr><td align="center"><font face="monaco, MS Sans Serif" size="1"><b>&nbsp;Packet Block format.&nbsp;</b></font><br /></td></tr></table><hr size="1" shade="0">
570 <table border="0" cellpadding="0" cellspacing="2" align="center"><tr><td align="center"><font face="monaco, MS Sans Serif" size="1"><b>&nbsp;Simple Packet Block format.&nbsp;</b></font><br /></td></tr></table><hr size="1" shade="0">
    [all...]
  /system/core/include/private/pixelflinger/
ggl_context.h 152 GGL_RESERVE_NEEDS( SHADE, 6, 1 )
412 texture_shade_t shade; member in struct:android::texture_t
531 shade_t shade; member in struct:android::context_t
  /frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/
PhoneStatusBar.java     [all...]
  /external/deqp/modules/gles3/performance/
es3pDepthTests.cpp 256 // Renders green triangles with edges highlighted. Exact shade depends on depth.
272 // Renders green triangles with edges highlighted. Exact shade depends on depth.
288 // Basic time waster. Renders red triangles with edges highlighted. Exact shade depends on depth.
329 // Texture fetch based time waster. Renders red triangles with edges highlighted. Exact shade depends on depth.
682 log << TestLog::Message << "Occluding geometry is green with shade dependent on depth (rgb == 0, depth, 0)" << TestLog::EndMessage;
683 log << TestLog::Message << "Occluded geometry is red with shade dependent on depth (rgb == depth, 0, 0)" << TestLog::EndMessage;
684 log << TestLog::Message << "Primitive edges are a lighter shade of red/green" << TestLog::EndMessage;
    [all...]
  /external/chromium_org/third_party/skia/src/effects/
SkPerlinNoiseShader.cpp 418 SkPMColor SkPerlinNoiseShader::PerlinNoiseShaderContext::shade(
470 result[i] = shade(point, stitchData);
482 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither);
    [all...]
  /external/skia/src/effects/
SkPerlinNoiseShader.cpp 418 SkPMColor SkPerlinNoiseShader::PerlinNoiseShaderContext::shade(
470 result[i] = shade(point, stitchData);
482 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither);
    [all...]
  /packages/apps/Calendar/src/com/android/calendar/alerts/
AlertReceiver.java 114 // Location was successfully found, so dismiss the shade and start maps.
133 // Call location was successfully found, so dismiss the shade and start dialer.
300 // not automatically close the notification shade.
    [all...]
  /external/chromium-trace/trace-viewer/third_party/web_dev_style/web_dev_style/
css_checker.py 179 { 'desc': 'Use rgb() over #hex when not a shade of gray (like #333).',
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_pt_fetch_shade_emit.c 47 /* Prototype fetch, shade, emit-hw-verts all in one go.
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/common/xmlpool/
de.po 190 msgid "A post-processing filter to cel-shade the output"
  /frameworks/base/docs/html/design/patterns/
new.jd 61 blue. Every touch resulted in a jolt of high-contrast color, in a shade that

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