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  /external/chromium_org/third_party/skia/src/gpu/
GrDrawTargetCaps.h 50 * Indicates whether GPU->CPU memory mapping for GPU resources such as vertex buffers and
GrGeometryBuffer.h 18 * Parent class for vertex and index buffers
  /external/chromium_org/third_party/skia/src/gpu/gl/
GrGLPathRendering.h 65 * it is ok to use normal vertex and fragment shaders, and for path rendering
GrGLProgramEffects.h 93 * This is a GrGLProgramEffects implementation that does coord transforms with the vertex shader.
  /external/deqp/doc/testspecs/GL3/
stress.conditional_render.txt 36 Call count and distant query tests prepare all vertex arrays before rendering.
  /external/deqp/doc/testspecs/GLES2/
functional.negative_api.txt 32 - Vertex Array API
  /external/deqp/doc/testspecs/GLES3/
functional.frag_output.txt 39 output values are interpolated from per-vertex data. For integer outputs
functional.primitive_restart.txt 42 Vertex positions and indices are generated such that multiple primitives are
functional.shaders.matrix.txt 50 vertex or fragment color. Rendered image is compared against a
  /external/deqp/doc/testspecs/GLES31/
functional.draw_indirect.txt 43 vertex attributes and compare the output to a reference image generated
functional.program_uniform.txt 30 + Uniforms used in vertex shader, fragment shader, or both
functional.shaders.arrays_of_arrays.txt 58 in either vertex and fragment shader. Results are checked against reference
functional.shaders.implicit_conversions.txt 43 operation in either vertex and fragment shader. Results are checked against
functional.shaders.opaque_type_indexing.txt 36 + Vertex, fragment and compute shaders
functional.synchronization.txt 38 - Use vertex, fragment, or geometry shaders.
  /external/deqp/framework/randomshaders/
rsgProgramGenerator.cpp 58 // Vertex shader
rsgTest.cpp 56 std::cout << "Vertex shader:\n--\n" << vertexShader.getSource() << "--\n";
  /external/deqp/framework/referencerenderer/
rrDefs.hpp 54 PROVOKINGVERTEX_LAST, // \note valid value, "last vertex", not last of enum
  /external/deqp/modules/glshared/
glsLongStressCase.hpp 184 * A ProgramContext holds a program's vertex and fragment shader sources
228 float clientMemoryAttributeData; //!< Use client memory for vertex attribute data when drawing (instead of GL buffers).
229 float clientMemoryIndexData; //!< Use client memory for vertex indices when drawing (instead of GL buffers).
233 float separateAttributeBuffers; //!< Give each vertex attribute its own buffer.
glsRandomShaderProgram.hpp 58 std::vector<const rsg::Variable*> m_vertexOutputs; //!< Other vertex outputs in the order they are passed to fragment shader.
glsShaderPerformanceMeasurer.cpp 206 GLU_EXPECT_NO_ERROR(gl.getError(), "Upload vertex data");
220 GLU_EXPECT_NO_ERROR(gl.getError(), "Setup vertex attribute state");
334 << TestLog::Float("FragmentsPerVertices", "Vertex-fragment ratio", "Fragments/Vertices", QP_KEY_TAG_NONE, (float)numPixels / (float)numVertices)
336 << TestLog::Float("VertexPerf", "Vertex performance", "MVert/s", QP_KEY_TAG_PERFORMANCE, (float)mvertPerSecond);
  /external/llvm/lib/Target/R600/
AMDGPU.h 71 VERTEX = 1,
  /external/llvm/test/CodeGen/R600/
llvm.SI.load.dword.ll 3 ; Example of a simple geometry shader loading vertex attributes from the
  /external/mesa3d/docs/
relnotes-7.0.html 45 <li>Fixed R300 vertex program/matrix bug (10848)
relnotes-7.2.html 57 <li>Fixed some vertex/pixel buffer object reference counting bugs

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