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  /external/chromium_org/third_party/mesa/src/src/mesa/state_tracker/
st_cb_program.c 52 * Called via ctx->Driver.BindProgram() to bind an ARB vertex or
76 * (vertex shader + fragment shader).
90 * Called via ctx->Driver.NewProgram() to allocate a new vertex or
  /external/chromium_org/third_party/mesa/src/src/mesa/tnl/
t_vertex.h 89 /* Copy colors from one vertex to another:
94 /* Extract a named attribute from a hardware vertex. Will have to
98 extern void _tnl_get_attr( struct gl_context *ctx, const void *vertex, GLenum attrib,
  /external/chromium_org/third_party/mesa/src/src/mesa/vbo/
vbo_split_copy.c 29 /* Split indexed primitives with per-vertex copying.
46 * Used for vertex-level splitting of indexed buffers. Note that
216 /* Clear the vertex cache:
249 /* Look up the incoming element in the vertex cache. Re-emit if
296 /* printf(" --> reuse vertex\n"); */
337 /* Convert to linestrip and emit the final vertex explicitly,
437 * calculate vertex size.
499 /* Figure out the maximum allowed vertex buffer size:
508 /* Allocate an output vertex buffer:
515 /* Setup new vertex arrays to point into the output buffer:
    [all...]
  /external/deqp/data/gles31/shaders/
uniform_location.test 46 vertex ""
118 vertex ""
206 vertex ""
  /external/deqp/doc/testspecs/GLES2/
functional.vertex_arrays.single_attribute.txt 19 Single vertex attribute vertex array tests
44 quad. Third and fourth component are same for each vertex in quad.
stress.long.txt 33 - Client-memory data for vertex indices and attributes
64 the textures described above. The buffers that may be used are vertex index
81 - Vertex and fragment shader sources
  /external/deqp/doc/testspecs/GLES3/
functional.ubo.txt 46 + Sharing uniform blocks between vertex and fragment shaders
57 subsets are computed: uniforms accessed from vertex shader and uniforms accessed
64 otherwise. Vertex shader result controls green channel: output is 1 if values were
functional.vertex_arrays.single_attribute.txt 19 Single vertex attribute vertex array tests
47 quad. Third and fourth component are same for each vertex in quad.
  /external/deqp/doc/testspecs/GLES31/
functional.program_interface_query.txt 92 program configurations such as compute program, vertex-fragment program,
98 separate tests for a complete vertex-fragment program and for separable
99 program containing only a vertex shader. Test query properties of
functional.separate_shader.txt 60 returns the correct programs for vertex and shader stages.
81 In the "interface.*" test cases there is a varying between the vertex and
82 fragment shaders. The declarations of the vertex output and fragment input
functional.uniform_location.txt 30 + Linkage with locations defined in the vertex shader, fragment shader, both or neither
56 types. Tests are done in both vertex and fragment shaders but with trivial
66 randomly split between the vertex and fragment shaders on a per-uniform basis.
  /external/mesa3d/docs/
thanks.html 27 order to optimize Mesa's vertex transformation module. This is a very
74 accelerates vertex transformation in Mesa 3.1. Holger also implemented
85 accelerates vertex transformation in Mesa 3.x.
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pt.h 87 * - fetch, vertex shade, cliptest, prim-pipeline
156 * HW vertex emit:
192 * API vertex fetch:
  /external/mesa3d/src/gallium/docs/
d3d11ddi.txt 46 Input layout: vertex elements
74 + Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them
172 ! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially
204 + Gallium, like OpenGL, supports provoking vertex convention
331 - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset
336 * may want to split into fragment/vertex-specific versions
370 # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf)
372 - Gallium does not support vertex pipeline bypass anymore
402 * D3D separates vertex/index buffers from constant buffers
438 # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/P (…)
    [all...]
  /external/mesa3d/src/gallium/docs/source/
pipeline.txt 13 vertex ID }
17 | Vertex shader |
32 | (consume vertex ID) |
  /external/mesa3d/src/gallium/drivers/i915/
i915_prim_emit.c 42 * Primitive emit to hardware. No support for vertex buffers or any
70 const struct vertex_header *vertex)
80 const float *attrib = vertex->data[j];
i915_state_derived.c 54 * Determine the hardware vertex layout.
55 * Depends on vertex/fragment shader state.
70 /* Determine which fragment program inputs are needed. Setup HW vertex
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_derived.c 42 * The vertex info describes how to convert the post-transformed vertices
46 * This function validates the vertex layout.
64 * combination of fragment shader, vertex shader ids.
  /external/mesa3d/src/gallium/drivers/r300/
r300_debug.c 32 { "vp", DBG_VP, "Log vertex program compilation" },
33 { "pstat", DBG_P_STAT, "Log vertex/fragment program stats" },
37 { "psc", DBG_PSC, "Log vertex stream registers" },
  /external/mesa3d/src/gallium/drivers/svga/
svga_state_need_swtnl.c 40 * Given a gallium vertex element format, return the corresponding SVGA3D
82 /* No vertex elements bound. */
214 * the wrong buffers and vertex formats. Try trivial/line-wide.
svga_state_vdecl.c 65 * important, since we compensate for it when we calculate the vertex
66 * buffer offset below. The important thing is that all vertex buffer
149 "hw vertex decl state (hwtnl version)",
  /external/mesa3d/src/glx/
vertarr.c 39 * \name Vertex array pointer bridge functions
114 * of vertex data that can appear in an interleaved array.
138 /* texture color normal vertex */
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_clip_tri.c 73 c->reg.vertex[j] = brw_vec4_grf(i, 0);
84 brw_MOV(&c->func, byte_offset(c->reg.vertex[j], delta), brw_imm_f(0));
155 brw_MOV(p, get_element(c->reg.inlist, 0), brw_address(c->reg.vertex[1]) );
156 brw_MOV(p, get_element(c->reg.inlist, 1), brw_address(c->reg.vertex[0]) );
162 brw_MOV(p, get_element(c->reg.inlist, 0), brw_address(c->reg.vertex[0]) );
163 brw_MOV(p, get_element(c->reg.inlist, 1), brw_address(c->reg.vertex[1]) );
169 brw_MOV(p, get_element(c->reg.inlist, 2), brw_address(c->reg.vertex[2]) );
238 brw_MOV(p, get_addr_reg(vtxPrev), brw_address(c->reg.vertex[2]) );
243 brw_MOV(p, get_addr_reg(freelist_ptr), brw_address(c->reg.vertex[3]) );
490 brw_MOV(p, get_addr_reg(vt0), brw_address(c->reg.vertex[0]))
    [all...]
  /external/mesa3d/src/mesa/program/
program.h 27 * Vertex and fragment program support functions.
33 * \mainpage Mesa vertex and fragment program module
35 * This module or directory contains most of the code for vertex and
  /external/mesa3d/src/mesa/state_tracker/
st_cb_program.c 52 * Called via ctx->Driver.BindProgram() to bind an ARB vertex or
76 * (vertex shader + fragment shader).
90 * Called via ctx->Driver.NewProgram() to allocate a new vertex or

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