/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_clip.h | 79 struct brw_reg vertex[MAX_VERTS]; member in struct:brw_clip_compile::__anon11439 119 * True if the given vert_result is one of the outputs of the vertex shader.
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brw_vs.h | 46 * Number of channels of the vertex attribute that need GL_FIXED rescaling 57 * How many user clipping planes are being uploaded to the vertex shader as
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/external/mesa3d/src/mesa/tnl/ |
NOTES | 45 which vertex data is passed, including its eventual transfer to 61 - Direct the default vertex transformation stage to
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/external/mesa3d/src/mesa/vbo/ |
vbo_attrib.h | 43 * number of bits allocated for these numbers in places like vertex 82 /* XXX: in the vertex program InputsRead flag, we alias
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vbo_exec_array.c | 43 * All vertex buffers should be in an unmapped state when we're about 72 /* check the current vertex arrays */ 396 * vertex arrays. This depends on the current vertex program/shader 397 * being executed because of whether or not generic vertex arrays 398 * alias the conventional vertex arrays. 414 /* When no vertex program is active (or the vertex program is generated 417 * are available as per-vertex attributes. 470 /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0 [all...] |
/external/skia/src/gpu/gl/ |
GrGLShaderBuilder.h | 333 * execute before the effects' code and/or emit other shaders (e.g. geometry, vertex). 434 /** Add a vertex attribute to the current program that is passed in from the vertex data. 438 /** Add a varying variable to the current program to pass values between vertex and fragment 446 /** Returns a vertex attribute that represents the vertex position in the VS. This is the 451 /** Returns a vertex attribute that represents the local coords in the VS. This may be the same 457 * Are explicit local coordinates provided as input to the vertex shader.
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/frameworks/base/libs/hwui/ |
VertexBuffer.h | 106 * vertex buffer can't determine bounds more simply/efficiently 115 // default: compute over every vertex
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/frameworks/native/services/surfaceflinger/RenderEngine/ |
Program.cpp | 28 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) 30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
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/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 131 // Load the vertex position 142 // pass matrix information to the vertex shader
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/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 131 // Load the vertex position 142 // pass matrix information to the vertex shader
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/external/chromium_org/third_party/mesa/src/src/mesa/vbo/ |
vbo_exec_array.c | 43 * All vertex buffers should be in an unmapped state when we're about 72 /* check the current vertex arrays */ 396 * vertex arrays. This depends on the current vertex program/shader 397 * being executed because of whether or not generic vertex arrays 398 * alias the conventional vertex arrays. 414 /* When no vertex program is active (or the vertex program is generated 417 * are available as per-vertex attributes. 470 /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0 [all...] |
/cts/suite/cts/deviceTests/opengl/jni/graphics/ |
GLUtils.h | 34 // Creates a program with the given vertex and fragment shader source code.
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/external/ceres-solver/internal/ceres/ |
graph_algorithms_test.cc | 184 EXPECT_FALSE(less_than(i, i)) << "Failing vertex: " << i; 188 << "Failing vertex pair: " << i << " " << j; 215 // contains exactly one vertex. StableIndependentSetOrdering 216 // guarantees that it will always be the first vertex in the
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/external/chromium_org/cc/layers/ |
ui_resource_layer_impl.h | 38 // Sets an opacity value per vertex. It will be multiplied by the layer
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/external/chromium_org/gpu/command_buffer/service/ |
context_state.cc | 211 // Restore vertex attrib arrays. 216 // Restore vertex array. 232 // Never touch vertex attribute 0's state (in particular, never 247 // Restore Vertex Attrib Arrays
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/external/chromium_org/third_party/WebKit/Source/platform/geometry/ |
FloatPolygon.cpp | 98 const FloatPoint& vertex = vertexAt(i); 99 if (vertex.y() < vertexAt(minVertexIndex).y() || (vertex.y() == vertexAt(minVertexIndex).y() && vertex.x() < vertexAt(minVertexIndex).x()))
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/external/chromium_org/third_party/angle/samples/angle/hello_triangle/ |
HelloTriangle.cpp | 81 // Load the vertex data
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/external/chromium_org/third_party/angle/src/libGLESv2/ |
VertexArray.cpp | 6 // Implementation of the state class for mananging GLES 3 Vertex Array Objects.
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/external/chromium_org/third_party/mesa/src/docs/ |
envvars.html | 49 <li>MESA_TNL_PROG - if set, implement conventional vertex transformation 50 operations with vertex programs (intended for developers only). 138 shaders, vertex fetch, etc. 149 vertex shading procesing.
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shading.html | 48 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms 49 the vertex position with ftransform() and passes through the color and 160 Here's an example of using the compiler to compile a vertex shader and 188 The final vertex and fragment programs may be interpreted in software
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/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/ |
draw_gs.h | 71 * The vertex shader can emit any number of vertices as long as it's
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draw_pt_emit.c | 153 debug_warn_once("map of vertex buffer failed (out of memory?)"); 169 /* fetch/translate vertex attribs to fill hw_verts[] */ 242 debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i); 265 debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
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/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/postprocess/ |
filters.h | 41 unsigned int verts; /* How many are vertex shaders */
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv50/ |
nv50_push.c | 218 ctx.translate = nv50->vertex->translate; 219 ctx.packet_vertex_limit = nv50->vertex->packet_vertex_limit; 220 ctx.vertex_words = nv50->vertex->vertex_size; 232 if (apply_bias && likely(!(nv50->vertex->instance_bufs & (1 << i))))
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/ |
r300_tgsi_to_rc.h | 47 /* Vertex shaders have no half swizzles, and no way to handle them, so
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