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  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/d3d11/
Renderer11.h 173 // Vertex Array creation
317 // Vertex, index and input layouts
  /external/chromium_org/third_party/mesa/src/docs/
relnotes-7.10.2.html 120 <li>i965: Apply a workaround for the Ironlake "vertex flashing".</li>
198 <li>r300/compiler: Fix vertex shader MAD instructions with constant swizzles</li>
relnotes-8.0.4.html 98 <li>svga: reset vertex buffer offset in svga_release_user_upl_buffers()</li>
104 <li>st/mesa: fix max_offset computation for base vertex</li>
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_decompose_tmp.h 147 /* idx[0] is neither the first nor the last vertex */
297 /* idx[0] is both the first and the last vertex */
draw_pt_fetch_shade_pipeline.c 87 /* Always leave room for the vertex header whether we need it or
226 /* Fetch into our vertex buffer.
draw_vs_variant.c 42 /* A first pass at incorporating vertex fetch/emit functionality into
51 * the vertex shader's existing run_linear() routine to simulate
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/util/
u_simple_shaders.c 31 * Simple vertex/fragment shader generators.
53 * Make simple vertex pass-through shader.
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/svga/
svga_resource_buffer.c 44 * Vertex and index buffers need hardware backing. Constant buffers
142 * buffer. However, due to the likelihood of software vertex
  /external/chromium_org/third_party/mesa/src/src/gallium/winsys/svga/drm/
vmw_context.c 303 * amounts of immediate vertex data, so that we don't pile up too much of
304 * that vertex data neither in the guest nor in the host.
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
gen6_sf_state.c 80 /* This attribute does not exist in the VUE--that means that the vertex
317 * 3DSTATE_SF DWord 1 bits 15:11, "Vertex URB Entry Read Length":
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
drawpix.c 72 /* We're not using the current vertex program, and the driver may install
227 /* We're not using the current vertex program, and the driver may install
shader_query.cpp 98 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)");
154 /* Not having a vertex shader is not an error.
shared.c 50 * Initializes the display list, texture objects and vertex programs hash
303 * deletion callback to free its private data) and the vertex programs, as well
  /external/chromium_org/third_party/mesa/src/src/mesa/state_tracker/
st_cb_bufferobjects.c 30 * Functions for pixel buffer objects and vertex/element buffer objects.
69 * Deallocate/free a vertex/pixel buffer object.
  /external/chromium_org/third_party/mesa/src/src/mesa/tnl/
t_vb_render.c 30 * Render whole vertex buffers, including projection of vertices from
258 /* Clip and render whole vertex buffers */
  /external/chromium_org/third_party/skia/src/gpu/
GrRODrawState.cpp 131 // Initialize to an unknown starting coverage if per-vertex coverage is specified.
301 // Check if per-vertex or constant color may have partial alpha
  /external/deqp/modules/gles2/functional/
es2fNegativeVertexArrayApiTests.cpp 21 * \brief Negative Vertex Array API tests.
48 : TestCaseGroup(context, "vertex_array", "Negative Vertex Array API Cases")
  /external/kernel-headers/original/uapi/drm/
mga_drm.h 85 /* What needs to be changed for the current vertex dma buffer?
175 * on firing a vertex dma buffer.
  /external/mesa3d/docs/
relnotes-7.10.2.html 120 <li>i965: Apply a workaround for the Ironlake "vertex flashing".</li>
198 <li>r300/compiler: Fix vertex shader MAD instructions with constant swizzles</li>
relnotes-8.0.4.html 98 <li>svga: reset vertex buffer offset in svga_release_user_upl_buffers()</li>
104 <li>st/mesa: fix max_offset computation for base vertex</li>
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_decompose_tmp.h 147 /* idx[0] is neither the first nor the last vertex */
297 /* idx[0] is both the first and the last vertex */
draw_pt_fetch_shade_pipeline.c 87 /* Always leave room for the vertex header whether we need it or
226 /* Fetch into our vertex buffer.
draw_vs_variant.c 42 /* A first pass at incorporating vertex fetch/emit functionality into
51 * the vertex shader's existing run_linear() routine to simulate
  /external/mesa3d/src/gallium/auxiliary/util/
u_simple_shaders.c 31 * Simple vertex/fragment shader generators.
53 * Make simple vertex pass-through shader.
  /external/mesa3d/src/gallium/drivers/svga/
svga_resource_buffer.c 44 * Vertex and index buffers need hardware backing. Constant buffers
142 * buffer. However, due to the likelihood of software vertex

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