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  /external/mesa3d/src/mesa/tnl/
t_vb_fog.c 88 * Compute per-vertex fog blend factors from fog coordinates by
157 /* Fog is computed from vertex or fragment Z values */
  /external/mesa3d/src/mesa/vbo/
vbo_split_inplace.c 40 * too large indexed vertex buffers: In general you need to copy to do
215 * vertex primitive for rendering...
  /external/skia/include/gpu/gl/
GrGLConfig.h 51 * per-vertex data. This is important when the underlying GL implementation
55 * GR_GL_USE_BUFFER_DATA_NULL_HINT: When specifing new data for a vertex/index
  /external/skia/src/gpu/gl/
GrGLCaps.h 196 /// maximum number of attribute values per vertex
245 /// Is there support for Vertex Array Objects?
  /external/srec/tools/grxmlcompile/
netw_arc.h 140 /* Get from Vertex
144 /* Get to Vertex
  /frameworks/base/rs/java/android/renderscript/
ProgramVertexFixedFunction.java 24 * simple way to create a fixed function emulation vertex shader
117 * Creates a builder for fixed function vertex program
  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/d3d9/
formatutils9.cpp 327 // Mapping from OpenGL-ES vertex attrib type to D3D decl type:
361 // D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
381 // VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
405 // VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
459 // and the D3DDECLTYPE member needed for the vertex declaration in declflag.
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  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/llvmpipe/
lp_state_setup.c 54 * when some elements are unused. Later, can pack vertex data more
334 /* Load the vertex data
411 * We basically multiply the vertex value by 1/w before computing
447 * Applys cylindrical wrapping to vertex attributes if enabled.
706 /* Currently always deal with full 4-wide vertex attributes from
893 * Update fragment/vertex shader linkage state. This is called just
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i915/
i830_vtbl.c 94 * build up a hardware vertex.
175 /* Only need to change the vertex emit code if there has been a
176 * statechange to a new hardware vertex format:
236 /* Pull apart the vertex format registers and figure out how large a
237 * vertex is supposed to be.
294 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
transformfeedback.c 26 * Vertex transform feedback support.
429 * Specify a buffer object to receive vertex shader results. Plus,
473 * Specify a buffer object to receive vertex shader results.
508 * Specify a buffer object to receive vertex shader results, plus the
569 * This function specifies the vertex shader outputs to be written
668 * Get info about the vertex shader's outputs which are to be written
api_arrayelt.c 27 * It involves looking at the format/type of all the enabled vertex arrays
28 * and emitting a list of pointers to functions which set the per-vertex
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ff_fragment_shader.cpp 66 * Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS
329 /* Somebody's messing with the vertex program and we don't have
340 /* Fixed function vertex logic */
345 * vertex program:
352 * vertex program:
383 /* Choose GLSL vertex shader over ARB vertex program. Need this
384 * since vertex shader state validation comes after fragment state
395 * vertex program:
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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_setup.c 54 * when some elements are unused. Later, can pack vertex data more
334 /* Load the vertex data
411 * We basically multiply the vertex value by 1/w before computing
447 * Applys cylindrical wrapping to vertex attributes if enabled.
706 /* Currently always deal with full 4-wide vertex attributes from
893 * Update fragment/vertex shader linkage state. This is called just
  /external/mesa3d/src/mesa/drivers/dri/i915/
i830_vtbl.c 94 * build up a hardware vertex.
175 /* Only need to change the vertex emit code if there has been a
176 * statechange to a new hardware vertex format:
236 /* Pull apart the vertex format registers and figure out how large a
237 * vertex is supposed to be.
294 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
  /external/mesa3d/src/mesa/main/
transformfeedback.c 26 * Vertex transform feedback support.
429 * Specify a buffer object to receive vertex shader results. Plus,
473 * Specify a buffer object to receive vertex shader results.
508 * Specify a buffer object to receive vertex shader results, plus the
569 * This function specifies the vertex shader outputs to be written
668 * Get info about the vertex shader's outputs which are to be written
api_arrayelt.c 27 * It involves looking at the format/type of all the enabled vertex arrays
28 * and emitting a list of pointers to functions which set the per-vertex
    [all...]
ff_fragment_shader.cpp 66 * Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS
329 /* Somebody's messing with the vertex program and we don't have
340 /* Fixed function vertex logic */
345 * vertex program:
352 * vertex program:
383 /* Choose GLSL vertex shader over ARB vertex program. Need this
384 * since vertex shader state validation comes after fragment state
395 * vertex program:
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  /external/opencv/cv/src/
cvcontourtree.cpp 247 /* form next vertex */
275 /* form next vertex */
332 /* go to next vertex */
694 _CvTrianAttr *tree_one = 0, tree_root; /* current vertex */
765 /* go to left sub tree for the vertex and save pointer to the right vertex */
  /external/chromium_org/third_party/mesa/src/src/mesa/state_tracker/
st_cb_drawpixels.c 292 * Create a simple vertex shader that just passes through the
293 * vertex position and texcoord (and optionally, color).
305 /* MOV result.pos, vertex.pos; */
310 /* MOV result.texcoord0, vertex.attr[1]; */
316 /* MOV result.color0, vertex.attr[2]; */
581 /* setup vertex data */
738 /* vertex shader state: position + texcoord pass-through */
787 * vertex shader and viewport transformation.
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  /external/mesa3d/src/mesa/state_tracker/
st_cb_drawpixels.c 292 * Create a simple vertex shader that just passes through the
293 * vertex position and texcoord (and optionally, color).
305 /* MOV result.pos, vertex.pos; */
310 /* MOV result.texcoord0, vertex.attr[1]; */
316 /* MOV result.color0, vertex.attr[2]; */
581 /* setup vertex data */
738 /* vertex shader state: position + texcoord pass-through */
787 * vertex shader and viewport transformation.
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  /external/opencv/cxcore/include/
cxtypes.h     [all...]
  /frameworks/base/libs/hwui/
DisplayListOp.h 248 // NOTE: requires at least 1 vertex, and doesn't account for stroke size (should be handled in
681 TextureVertex* vertex = &vertices[0]; local
699 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, top);
700 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
701 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
703 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
704 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
705 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom);
886 TextureVertex* vertex = &vertices[0]; local
910 TextureVertex::set(vertex++
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  /external/chromium_org/third_party/angle/src/libGLESv2/
ProgramBinary.cpp 305 ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
405 // index (0-15 for the pixel shader and 0-3 for the vertex shader).
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  /external/deqp/modules/gles3/functional/
es3fVertexArrayObjectTests.cpp 21 * \brief Vertex array object tests
245 m_log << tcu::TestLog::Message << "Program used with Vertex Array Object" << tcu::TestLog::EndMessage;
248 m_log << tcu::TestLog::Message << "Program used with Vertex Array State" << tcu::TestLog::EndMessage;
644 logVertexArrayState(m_log, m_spec.vao, "Vertex Array Object State");
645 logVertexArrayState(m_log, m_spec.state, "OpenGL Vertex Array State");
649 isOk = tcu::pixelThresholdCompare (m_log, "Results", "Comparison result from rendering with Vertex Array State", stateReference, stateResult, tcu::RGBA(0,0,0,0), tcu::COMPARE_LOG_RESULT);
650 isOk = isOk && tcu::pixelThresholdCompare (m_log, "Results", "Comparison result from rendering with Vertex Array Object", vaoReference, vaoResult, tcu::RGBA(0,0,0,0), tcu::COMPARE_LOG_RESULT);
821 m_log << tcu::TestLog::Message << "Program used with Vertex Array Object" << tcu::TestLog::EndMessage;
824 m_log << tcu::TestLog::Message << "Program used with Vertex Array State" << tcu::TestLog::EndMessage;
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  /frameworks/base/docs/html/guide/topics/graphics/
opengl.jd 336 to the vertex shaders of your graphics objects. With this matrix member added, you can then
340 <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
341 and include it as a multiplier of the shader's position. In the following example vertex shader
349 // the coordinates of objects that use this vertex shader.
362 member in the vertex shader into which you apply a combined projection matrix and camera view
364 matrix and camera viewing matrix members in your vertex shaders so you can change them
367 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
373 variable defined in the vertex shader above.
409 camera view transformations, multiply the matrices together and then set them into the vertex
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