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  /external/mesa3d/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/mesa3d/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:
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  /external/pdfium/core/src/fxge/agg/agg23/
agg_curves.h 100 unsigned vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::curve4_div
175 unsigned vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::curve4
177 return m_curve_div.vertex(x, y);
  /external/chromium_org/third_party/mesa/src/src/mesa/program/
nvvertparse.c 27 * NVIDIA vertex program parser.
482 RETURN_ERROR1("Only v[0] accessible in vertex state programs");
487 RETURN_ERROR1("Bad vertex attribute register name");
579 /* Only valid for vertex state programs */
654 /* Src reg can be R<n>, c[n], c[n +/- offset], or a named vertex attrib */
748 /* Src reg can be R<n>, c[n], c[n +/- offset], or a named vertex attrib */
802 RETURN_ERROR1("ABS illegal for vertex program 1.0");
832 RETURN_ERROR1("DPH illegal for vertex program 1.0");
834 RETURN_ERROR1("SUB illegal for vertex program 1.0");
868 /* make sure we don't reference more than one vertex attribute register *
    [all...]
programopt.c 27 * Vertex/Fragment program optimizations and transformations for program
45 * into a vertex program.
83 * newInst[0] = DP4 result.position.x, mvp.row[0], vertex.position;
84 * newInst[1] = DP4 result.position.y, mvp.row[1], vertex.position;
85 * newInst[2] = DP4 result.position.z, mvp.row[2], vertex.position;
86 * newInst[3] = DP4 result.position.w, mvp.row[3], vertex.position;
246 * to vertex programs too.
503 * (for vertex shaders).
641 * Replace the given vertex program with a "no-op" program that just
642 * transforms vertex position and emits color
    [all...]
  /external/mesa3d/src/mesa/program/
nvvertparse.c 27 * NVIDIA vertex program parser.
482 RETURN_ERROR1("Only v[0] accessible in vertex state programs");
487 RETURN_ERROR1("Bad vertex attribute register name");
579 /* Only valid for vertex state programs */
654 /* Src reg can be R<n>, c[n], c[n +/- offset], or a named vertex attrib */
748 /* Src reg can be R<n>, c[n], c[n +/- offset], or a named vertex attrib */
802 RETURN_ERROR1("ABS illegal for vertex program 1.0");
832 RETURN_ERROR1("DPH illegal for vertex program 1.0");
834 RETURN_ERROR1("SUB illegal for vertex program 1.0");
868 /* make sure we don't reference more than one vertex attribute register *
    [all...]
programopt.c 27 * Vertex/Fragment program optimizations and transformations for program
45 * into a vertex program.
83 * newInst[0] = DP4 result.position.x, mvp.row[0], vertex.position;
84 * newInst[1] = DP4 result.position.y, mvp.row[1], vertex.position;
85 * newInst[2] = DP4 result.position.z, mvp.row[2], vertex.position;
86 * newInst[3] = DP4 result.position.w, mvp.row[3], vertex.position;
246 * to vertex programs too.
503 * (for vertex shaders).
641 * Replace the given vertex program with a "no-op" program that just
642 * transforms vertex position and emits color
    [all...]
  /development/ndk/platforms/android-17/samples/Teapot/jni/
TeapotRenderer.cpp 159 // Pass the vertex data
211 // Create and compile vertex shader
214 LOGI( "Failed to compile vertex shader" );
227 // Attach vertex shader to program
271 // Release vertex and fragment shaders
  /external/chromium_org/native_client_sdk/src/examples/api/mouse_lock/
mouse_lock.cc 281 pp::Point vertex(mouse_movement_.x() + center_x,
312 bool within_bound_1 = ((y - anchor_1.y()) * (vertex.x() - anchor_1.x())) >
313 ((vertex.y() - anchor_1.y()) * (x - anchor_1.x()));
314 bool within_bound_2 = ((y - anchor_2.y()) * (vertex.x() - anchor_2.x())) <
315 ((vertex.y() - anchor_2.y()) * (x - anchor_2.x()));
  /external/chromium_org/third_party/mesa/src/src/gallium/tests/graw/
quad-sample.c 38 struct vertex { struct
43 static struct vertex vertices[] =
92 ve[0].src_offset = Offset(struct vertex, position);
94 ve[1].src_offset = Offset(struct vertex, color);
101 vbuf.stride = sizeof( struct vertex );
vs-test.c 53 struct vertex { struct
61 static struct vertex vertices[MESH_SZ * MESH_SZ];
151 ve[0].src_offset = Offset(struct vertex, position);
153 ve[1].src_offset = Offset(struct vertex, color);
173 vbuf.stride = sizeof( struct vertex );
  /external/chromium_org/third_party/mesa/src/src/gallium/tests/trivial/
quad-tex.c 58 /* util_make_[fragment|vertex]_passthrough_shader */
112 /* vertex buffer */
258 /* vertex elements state */
270 /* vertex shader */
332 /* vertex element data */
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/radeon/
radeon_context.h 348 /* Temporary for cases where incoming vertex data is incompatible
374 * Offset of the 4UB color data within a hardware (swtcl) vertex.
379 * Offset of the 3UB specular color data within a hardware (swtcl) vertex.
388 /* A maximum total of 20 elements per vertex: 3 floats for position, 3
405 /* Vertex buffers
  /external/chromium_org/third_party/skia/src/gpu/
GrRODrawState.h 35 /// @name Vertex Attributes
115 /// available to it in the fragment and vertex shader (e.g. the vertex position, the dst color,
124 /// per-vertex colors. The input to the first coverage stage is either a constant coverage
125 /// (usually full-coverage) or interpolated per-vertex coverage.
  /external/chromium_org/third_party/skia/tests/
GLProgramsTest.cpp 186 // a better way. In the mean time, we actually fill out these generic vertex attribs below with
187 // the correct vertex attribs from the GP. We have to ensure, however, we don't try to add more
272 // Only geometryProcessor can use vertex shader
276 // we have to set dummy vertex attribs
290 // update the vertex attributes with the ds
  /external/deqp/doc/testspecs/GLES31/
functional.tessellation.txt 48 + Passing per-patch and per-vertex simple and aggregate user-defined data
51 - Omit vertex IO array size expression, or use gl_MaxPatchVertices or
68 point set generated by a reference tessellation vertex generator, verifying that
108 The barrier case uses both per-patch and per-vertex TCS output variables,
139 patches are generated in a way that causes each shared vertex to have the same
  /external/mesa3d/src/gallium/tests/graw/
quad-sample.c 38 struct vertex { struct
43 static struct vertex vertices[] =
92 ve[0].src_offset = Offset(struct vertex, position);
94 ve[1].src_offset = Offset(struct vertex, color);
101 vbuf.stride = sizeof( struct vertex );
vs-test.c 53 struct vertex { struct
61 static struct vertex vertices[MESH_SZ * MESH_SZ];
151 ve[0].src_offset = Offset(struct vertex, position);
153 ve[1].src_offset = Offset(struct vertex, color);
173 vbuf.stride = sizeof( struct vertex );
  /external/mesa3d/src/gallium/tests/trivial/
quad-tex.c 58 /* util_make_[fragment|vertex]_passthrough_shader */
112 /* vertex buffer */
258 /* vertex elements state */
270 /* vertex shader */
332 /* vertex element data */
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_context.h 348 /* Temporary for cases where incoming vertex data is incompatible
374 * Offset of the 4UB color data within a hardware (swtcl) vertex.
379 * Offset of the 3UB specular color data within a hardware (swtcl) vertex.
388 /* A maximum total of 20 elements per vertex: 3 floats for position, 3
405 /* Vertex buffers
  /frameworks/base/docs/html/reference/renderscript/
rs__mesh_8rsh.html 168 <p>Returns an allocation that is part of the mesh and contains vertex data, e.g. positions, normals, texcoords</p>
172 <tr><td class="paramname">index</td><td>index of the vertex allocation </td></tr>
176 <dl class="return"><dt><b>Returns:</b></dt><dd>allocation containing vertex data </dd></dl>
194 <p>Returns the number of allocations in the mesh that contain vertex data</p>
201 <dl class="return"><dt><b>Returns:</b></dt><dd>number of allocations in the mesh that contain vertex data </dd></dl>
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/
r300_context.h 404 /* Constant buffers and SWTCL vertex and index buffers are in user
421 /* The size of the vertex, in dwords. */
462 /* Vertex buffer for SW TCL. */
481 /* When no vertex buffer is set, this one is used instead to prevent
522 /* Vertex stream formatting state. */
524 /* Vertex shader. */
528 /* RS block state + VAP (vertex shader) output mapping state. */
540 /* Vertex shader constant buffer. */
556 /* Vertex elements for Gallium. */
559 /* Vertex info for Draw. *
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  /external/chromium_org/third_party/webrtc/modules/video_render/windows/
video_render_direct3d9.cc 26 // A structure for our custom vertex type
30 DWORD color; // The vertex color
34 // Our custom FVF, which describes our custom vertex structure
381 // determine what type of vertex processing to use based on the device capabilities
498 // Turn off D3D lighting, since we are providing our own vertex colors
518 // Create the vertex buffer.
524 "Failed to create the vertex buffer.");
528 // Now we fill the vertex buffer.
533 "Failed to lock the vertex buffer.");
925 // Now we fill the vertex buffer
    [all...]
  /external/mesa3d/src/gallium/drivers/r300/
r300_context.h 404 /* Constant buffers and SWTCL vertex and index buffers are in user
421 /* The size of the vertex, in dwords. */
462 /* Vertex buffer for SW TCL. */
481 /* When no vertex buffer is set, this one is used instead to prevent
522 /* Vertex stream formatting state. */
524 /* Vertex shader. */
528 /* RS block state + VAP (vertex shader) output mapping state. */
540 /* Vertex shader constant buffer. */
556 /* Vertex elements for Gallium. */
559 /* Vertex info for Draw. *
    [all...]
  /cts/tests/tests/openglperf/src/android/openglperf/cts/
PlanetsRenderer.java 96 * whether to use Vertex Buffer Object in rendering or not
186 // Load the vertex position
195 // Load the vertex position
394 checkGlError("glGenBuffers Vertex");
397 checkGlError("glBindBuffer Vertex");
401 checkGlError("glBufferData Vertex");
447 Log.i(TAG, "No indices buffer per vertex " + mParam.mNumIndicesPerVertex);

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