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  /external/mesa3d/src/glsl/builtins/profiles/
110.frag 4 * "The bias parameter is not accepted in a vertex shader."
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_buffer_objects.h 36 * Radeon vertex/pixel buffer object, derived from Mesa's gl_buffer_object.
  /external/mesa3d/src/mesa/main/
state.c 76 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
121 * 1. OpenGL 2.0/ARB vertex/fragment shaders
122 * 2. ARB/NV vertex/fragment programs
125 * Note: it's possible for a vertex shader to get used with a fragment
180 /* Examine vertex program after fragment program as
186 /* Use GLSL vertex shader */
191 /* Use user-defined vertex program */
196 /* Use vertex program generated from fixed-function state *
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  /external/skia/src/core/
SkVertState.h 24 * Construct a VertState from a vertex count, index array, and index count.
  /frameworks/base/core/jni/android/opengl/
poly.h 34 typedef struct { /* A POLYGON VERTEX */
  /frameworks/base/rs/java/android/renderscript/
ProgramVertex.java 19 * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
36 * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
45 * ProgramVertex, also know as a vertex shader, describes a
  /frameworks/native/opengl/libagl/
Android.mk 23 vertex.cpp.arm
vertex.h 1 /* libs/opengles/vertex.h
  /frameworks/rs/driver/
rsdPath.h 25 const android::renderscript::Allocation *vertex,
  /frameworks/rs/
rsg.spec 82 param RsAllocation vertex
  /hardware/intel/img/libdrm/shared-core/
mach64_drm.h 43 /* What needs to be changed for the current vertex buffer?
125 * on firing a vertex dma buffer.
182 /* Primitive types for vertex buffers
234 void *buf; /* Address of vertex buffer */
  /prebuilts/ndk/9/platforms/android-19/arch-arm/usr/include/rs/
rsg.spec 82 param RsAllocation vertex
  /prebuilts/ndk/9/platforms/android-19/arch-mips/usr/include/rs/
rsg.spec 82 param RsAllocation vertex
  /prebuilts/ndk/9/platforms/android-19/arch-x86/usr/include/rs/
rsg.spec 82 param RsAllocation vertex
  /external/chromium_org/third_party/libjingle/source/talk/app/webrtc/objc/
RTCOpenGLVideoRenderer.mm 65 // Vertex shader doesn't do anything except pass coordinates through.
117 // Links a shader program with the given vertex and fragment shaders and
280 NSAssert(vertexShader, @"failed to create vertex shader");
418 NSAssert(!_vertexArray, @"vertex array already set up");
425 NSAssert(!_vertexBuffer, @"vertex buffer already set up");
439 // of data within |gVertices| as supplied to the vertex buffer.
446 // offset of data within |gVertices| as supplied to the vertex buffer.
  /packages/screensavers/Basic/src/com/android/dreams/basic/
ColorsGLRenderer.java 230 private static int buildProgram(String vertex, String fragment) {
231 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
327 // number of coordinates per vertex in this array
344 private final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex
350 private final int colorStride = COLOR_PLANES_PER_VERTEX * 4; // bytes per vertex
360 // initialize vertex byte buffer for shape coordinates
388 // get handle to vertex shader's a_position member
  /external/chromium_org/cc/quads/
draw_polygon.cc 169 // The case where one vertex lies on the thick-plane and the other
248 // vertex_before stores the index of the vertex before its matching
250 // i.e. vertex_before[0] stores the vertex we saw before we crossed the plane
280 // vertex set for both our new polygons.
319 // This algorithm takes the first vertex in the polygon and uses that as a
321 // |offset| starts off as the second vertex, and then |op1| and |op2| indicate
323 // After the first quad is created, the first vertex in the next quad is the
324 // same as all the rest, the pivot point. The second vertex in the next quad is
325 // the old |op2|, the last vertex added to the previous quad. This continues
328 // case we use the same values for vertex 3 and 4 to make a degenerate qua
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  /external/valgrind/main/auxprogs/
DotToScc.hs 114 search relation (visited, sequence) vertex
115 | utSetElementOf vertex visited = (visited, sequence )
116 | otherwise = (visited', vertex: sequence')
120 (utSetUnion visited (utSetSingleton vertex), sequence)
121 (relation vertex)
136 search relation (visited, utSetSequence) vertex
137 | utSetElementOf vertex visited = (visited, utSetSequence )
138 | otherwise = (visited', utSetFromList (vertex: sequence): utSetSequence)
142 (utSetUnion visited (utSetSingleton vertex), [])
143 (relation vertex)
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  /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/angle/src/libGLESv2/renderer/d3d/
VertexBuffer.cpp 8 // class with derivations, classes that perform graphics API agnostic vertex buffer operations.
106 return gl::Error(GL_OUT_OF_MEMORY, "Internal error, new vertex buffer write position would overflow.");
149 return gl::Error(GL_OUT_OF_MEMORY, "Unable to reserve %u extra bytes in internal vertex buffer, "
177 // Alignment restrictions: In D3D, vertex data must be aligned to
281 return gl::Error(GL_INVALID_OPERATION, "Internal error, Static vertex buffers can't be resized.");
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_pipe_flatshade.c 66 /** Copy all the color attributes from 'src' vertex to 'dst' vertex */
86 /** Copy all the color attributes from src vertex to dst0 & dst1 vertices */
189 /* Find which vertex shader outputs are colors, make a list */
202 /* Choose flatshade routine according to provoking vertex:
  /external/chromium_org/third_party/mesa/src/src/gallium/tests/trivial/
tri.c 56 /* util_make_[fragment|vertex]_passthrough_shader */
107 /* vertex buffer */
199 /* vertex elements state */
211 /* vertex shader */
261 /* vertex element data */
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
brw_clip_line.c 68 c->reg.vertex[j] = brw_vec4_grf(i, 0);
139 brw_MOV(p, get_addr_reg(vtx0), brw_address(c->reg.vertex[0]));
140 brw_MOV(p, get_addr_reg(vtx1), brw_address(c->reg.vertex[1]));
141 brw_MOV(p, get_addr_reg(newvtx0), brw_address(c->reg.vertex[2]));
142 brw_MOV(p, get_addr_reg(newvtx1), brw_address(c->reg.vertex[3]));
brw_context.h 54 * VUE - vertex URB entry. An urb entry holding a vertex and usually
55 * a vertex header. The header contains control information and
88 * VF/VS - Vertex Fetch / Vertex Shader. The fixed function part of
89 * this unit is responsible for pulling vertices out of vertex buffers
92 * for the driver to implement any active vertex shader.
113 * WM - Windower. Interpolation of vertex attributes performed here.
261 /** Subclass of Mesa vertex program */
324 * Enum representing the i965-specific vertex results that don't correspon
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pipe_flatshade.c 66 /** Copy all the color attributes from 'src' vertex to 'dst' vertex */
86 /** Copy all the color attributes from src vertex to dst0 & dst1 vertices */
189 /* Find which vertex shader outputs are colors, make a list */
202 /* Choose flatshade routine according to provoking vertex:

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