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  /external/chromium_org/third_party/mesa/src/docs/
RELNOTES-4.1 25 NVIDIA's vertex programming extension
75 Allows arrays of vertex arrays to be rendered with one call.
155 isosurf with vertex program exhibits some missing triangles (probably
156 when recycling the vertex buffer for long prims).
209 During the implementation of GL_NV_vertex_program some of the vertex
303 ctx->Current.Attrib[] array for all vertex attributes which matches
304 the NV vertex program conventions.
VERSIONS 139 - Faster vertex transformation
213 - vertex array extension
365 - faster vertex transformation, clip testing, lighting
451 - added Intel X86 assembly language vertex transformation code
564 - interleaved vertex array texture coordinates were broken
592 - newly optimized vertex transformation code
670 - several vertex array bug fixes
772 - fixed random color problem in vertex fog code
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/tests/graw/
fs-test.c 53 struct vertex { struct
59 /* Vertex data matches progs/fp/fp-tri.c, but flipped in Y dimension
62 static struct vertex vertices[] =
206 ve[0].src_offset = Offset(struct vertex, position);
208 ve[1].src_offset = Offset(struct vertex, color);
210 ve[2].src_offset = Offset(struct vertex, texcoord);
217 vbuf.stride = sizeof( struct vertex );
  /external/mesa3d/docs/
RELNOTES-4.1 25 NVIDIA's vertex programming extension
75 Allows arrays of vertex arrays to be rendered with one call.
155 isosurf with vertex program exhibits some missing triangles (probably
156 when recycling the vertex buffer for long prims).
209 During the implementation of GL_NV_vertex_program some of the vertex
303 ctx->Current.Attrib[] array for all vertex attributes which matches
304 the NV vertex program conventions.
VERSIONS 139 - Faster vertex transformation
213 - vertex array extension
365 - faster vertex transformation, clip testing, lighting
451 - added Intel X86 assembly language vertex transformation code
564 - interleaved vertex array texture coordinates were broken
592 - newly optimized vertex transformation code
670 - several vertex array bug fixes
772 - fixed random color problem in vertex fog code
    [all...]
  /external/mesa3d/src/gallium/tests/graw/
fs-test.c 53 struct vertex { struct
59 /* Vertex data matches progs/fp/fp-tri.c, but flipped in Y dimension
62 static struct vertex vertices[] =
206 ve[0].src_offset = Offset(struct vertex, position);
208 ve[1].src_offset = Offset(struct vertex, color);
210 ve[2].src_offset = Offset(struct vertex, texcoord);
217 vbuf.stride = sizeof( struct vertex );
  /external/deqp/modules/gles3/functional/
es3fShaderTextureFunctionTests.cpp     [all...]
  /external/deqp/modules/gles31/functional/
es31fLayoutBindingTests.cpp 294 glw::GLint maxVertexUnits = 0; // Available uniforms in the vertex shader
305 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage;
356 throw tcu::NotSupportedError("Vertex shader: not enough uniforms available for test");
379 // Setup vertex and index buffers
412 // Generate and bind vertex buffer
418 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex buffer setup failed");
644 // Decide appropriate binding points for the vertex and fragment shaders
648 glw::GLint maxVertexUnits = 0; // Available uniforms in the vertex shader
659 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage;
715 throw tcu::NotSupportedError("Vertex shader: not enough uniforms available for test")
    [all...]
  /external/deqp/modules/gles2/functional/
es2fVertexArrayTest.cpp 21 * \brief Vertex array and buffer tests
61 : TestCaseGroup(context, "usages", "Single vertex atribute, usage")
129 : TestCaseGroup(context, "strides", "Single stride vertex atribute")
199 : TestCaseGroup(context, "first", "Single vertex atribute different first values")
270 : TestCaseGroup(context, "offset", "Single vertex atribute offset element")
337 : TestCaseGroup(context, "normalize", "Single normalize vertex atribute")
399 : TestCaseGroup(context, "output_types", "Single output type vertex atribute")
465 : TestCaseGroup(context, "single_attribute", "Single vertex atribute")
848 : TestCaseGroup(context, "multiple_attributes", "Multiple vertex atributes")
865 : TestCaseGroup(context, "vertex_arrays", "Vertex array and array tests"
    [all...]
  /external/skia/src/gpu/
GrInOrderDrawBuffer.cpp 98 // Using per-vertex colors allows batching across colors. (A lot of rects in a row differing
99 // only in color is a common occurrence in tables). However, having per-vertex colors disables
103 // were a stage it could take a hint that every vertex's color will be opaque.
156 // mismatch. TODO: Once vertex layout is owned by GrDrawState it should skip comparing the
178 // the vertex positions then we have to account for the view matrix change.
305 // update the amount of reserved vertex data actually referenced in draws
720 // Moreover, flushing blows away vertex and index data that was
721 // previously reserved. So if the vertex or index data is pulled from
812 // If we get a release vertex space call then our current source should either be reserved
817 // When the caller reserved vertex buffer space we gave it back a pointe
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
mtypes.h 93 * Indexes for vertex program attributes.
139 * specific blocks of vertex attributes.
167 * Bitflags for vertex attributes.
212 * Indexes for vertex program result attributes. Note that
807 * \name Current vertex attributes.
    [all...]
  /external/mesa3d/src/mesa/main/
mtypes.h 93 * Indexes for vertex program attributes.
139 * specific blocks of vertex attributes.
167 * Bitflags for vertex attributes.
212 * Indexes for vertex program result attributes. Note that
807 * \name Current vertex attributes.
    [all...]
  /external/chromium_org/gpu/command_buffer/client/
vertex_array_object_manager.cc 33 // The way client side buffers work is we shadow all the Vertex Attribs so we
37 // to a special VBO and reset the actual vertex attrib pointers to point to this
45 // Info about Vertex Attributes. This is used to track what the user currently
46 // has bound on each Vertex Attribute so we can simulate client side buffers
493 "client side arrays not allowed with vertex array object");
619 // Index buffer is GL buffer. Ask the service for the highest vertex
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/r200/
r200_context.h 347 * Given the \c R200_SE_VTX_FMT_1 for the current vertex state, determine
552 * Offset of the 4UB color data within a hardware (swtcl) vertex.
557 * Offset of the 3UB specular color data within a hardware (swtcl) vertex.
562 * Should Mesa project vertex data or will the hardware do it?
570 /* A maximum total of 29 elements per vertex: 3 floats for position, 3
592 /* Vertex buffers
  /external/deqp/modules/gles3/stress/
es3sVertexArrayTests.cpp 21 * \brief Vertex array and buffer unaligned access stress tests
128 : TestCaseGroup(context, "usages", "Single vertex atribute, usage")
234 : TestCaseGroup(context, "strides", "Single stride vertex atribute")
337 : TestCaseGroup(context, "first", "Single vertex attribute, different first values to drawArrays")
437 : TestCaseGroup(context, "offset", "Single vertex atribute offset element")
459 : TestCaseGroup(context, "vertex_arrays", "Vertex array and array tests")
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_context.h 347 * Given the \c R200_SE_VTX_FMT_1 for the current vertex state, determine
552 * Offset of the 4UB color data within a hardware (swtcl) vertex.
557 * Offset of the 3UB specular color data within a hardware (swtcl) vertex.
562 * Should Mesa project vertex data or will the hardware do it?
570 /* A maximum total of 29 elements per vertex: 3 floats for position, 3
592 /* Vertex buffers
  /frameworks/native/opengl/libagl/
vertex.cpp 1 /* libs/opengles/vertex.cpp
22 #include "vertex.h"
49 // vertex processing
52 // Divides a vertex clip coordinates by W
102 // if the vertex is clipped, we don't do the perspective
117 // clip this vertex against each user clip plane
  /frameworks/rs/scriptc/
rs_types.rsh 442 * Describes the way mesh vertex data is interpreted when rendering
447 * Vertex data will be rendered as a series of points
451 * Vertex pairs will be rendered as lines
455 * Vertex data will be rendered as a connected line strip
465 * triangle defined by a new vertex
470 * share first vertex as the origin
  /prebuilts/ndk/9/platforms/android-19/arch-arm/usr/include/rs/scriptc/
rs_types.rsh 422 * Describes the way mesh vertex data is interpreted when rendering
427 * Vertex data will be rendered as a series of points
431 * Vertex pairs will be rendered as lines
435 * Vertex data will be rendered as a connected line strip
445 * triangle defined by a new vertex
450 * share first vertex as the origin
  /prebuilts/ndk/9/platforms/android-19/arch-mips/usr/include/rs/scriptc/
rs_types.rsh 422 * Describes the way mesh vertex data is interpreted when rendering
427 * Vertex data will be rendered as a series of points
431 * Vertex pairs will be rendered as lines
435 * Vertex data will be rendered as a connected line strip
445 * triangle defined by a new vertex
450 * share first vertex as the origin
  /prebuilts/ndk/9/platforms/android-19/arch-x86/usr/include/rs/scriptc/
rs_types.rsh 422 * Describes the way mesh vertex data is interpreted when rendering
427 * Vertex data will be rendered as a series of points
431 * Vertex pairs will be rendered as lines
435 * Vertex data will be rendered as a connected line strip
445 * triangle defined by a new vertex
450 * share first vertex as the origin
  /prebuilts/sdk/renderscript/include/
rs_types.rsh 442 * Describes the way mesh vertex data is interpreted when rendering
447 * Vertex data will be rendered as a series of points
451 * Vertex pairs will be rendered as lines
455 * Vertex data will be rendered as a connected line strip
465 * triangle defined by a new vertex
470 * share first vertex as the origin
  /external/chromium_org/third_party/mesa/src/src/glsl/
linker.cpp 32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
49 * - Each vertex shader executable must write to \c gl_Position.
256 * Verify that a vertex shader executable meets all semantic requirements.
261 * \param shader Vertex shader executable to be verified
272 * "The variable gl_Position is available only in the vertex
273 * language and is intended for writing the homogeneous vertex
274 * position. All executions of a well-formed vertex shader
276 * variable gl_Position is available only in the vertex
277 * language and is intended for writing the homogeneous vertex
278 * position. All executions of a well-formed vertex shade
    [all...]
  /external/mesa3d/src/glsl/
linker.cpp 32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
49 * - Each vertex shader executable must write to \c gl_Position.
256 * Verify that a vertex shader executable meets all semantic requirements.
261 * \param shader Vertex shader executable to be verified
272 * "The variable gl_Position is available only in the vertex
273 * language and is intended for writing the homogeneous vertex
274 * position. All executions of a well-formed vertex shader
276 * variable gl_Position is available only in the vertex
277 * language and is intended for writing the homogeneous vertex
278 * position. All executions of a well-formed vertex shade
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/i915/
i915_context.h 135 * We need to share this between the vertex and fragment stages.
164 /** Describes the current hardware vertex layout */
263 /** Vertex buffer */

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