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  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/compiled/
swizzleui3dps.h 32 // TEXCOORD 0 xyz 2 NONE float xyz
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_pt_fetch_shade_pipeline.c 70 * an additional texcoord, eg for AA lines.
draw_pt_fetch_shade_pipeline_llvm.c 79 * an additional texcoord, eg for AA lines.
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/gallivm/
lp_bld_sample_soa.c 262 * \param x0_out returns first integer texcoord
263 * \param x1_out returns second integer texcoord
462 * \param coord the incoming texcoord (nominally in [0,1])
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/llvmpipe/
lp_setup_point.c 96 * Setup automatic texcoord coefficients (for sprite rendering).
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11app/
d3d11u.h 169 {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11tex/
d3d11tex.hlsl.ps.h 25 // TEXCOORD 0 xy 1 NONE float xy
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i915/
i915_texstate.c 290 /* We program 1D textures as 2D textures, so the 2D texcoord could
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
gen6_sf_state.c 345 OUT_BATCH(dw16); /* point sprite texcoord bitmask */
  /external/chromium_org/third_party/mesa/src/src/mesa/state_tracker/
st_atom_pixeltransfer.c 159 * TEX colorTemp, fragment.texcoord[0], texture[0], 2D;
st_cb_drawpixels.c 232 /* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
252 /* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
293 * vertex position and texcoord (and optionally, color).
738 /* vertex shader state: position + texcoord pass-through */
    [all...]
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pt_fetch_shade_pipeline.c 70 * an additional texcoord, eg for AA lines.
draw_pt_fetch_shade_pipeline_llvm.c 79 * an additional texcoord, eg for AA lines.
  /external/mesa3d/src/gallium/auxiliary/gallivm/
lp_bld_sample_soa.c 262 * \param x0_out returns first integer texcoord
263 * \param x1_out returns second integer texcoord
462 * \param coord the incoming texcoord (nominally in [0,1])
    [all...]
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_setup_point.c 96 * Setup automatic texcoord coefficients (for sprite rendering).
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11app/
d3d11u.h 169 {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11tex/
d3d11tex.hlsl.ps.h 25 // TEXCOORD 0 xy 1 NONE float xy
  /external/mesa3d/src/mesa/drivers/dri/i915/
i915_texstate.c 290 /* We program 1D textures as 2D textures, so the 2D texcoord could
  /external/mesa3d/src/mesa/drivers/dri/i965/
gen6_sf_state.c 345 OUT_BATCH(dw16); /* point sprite texcoord bitmask */
  /external/mesa3d/src/mesa/state_tracker/
st_atom_pixeltransfer.c 159 * TEX colorTemp, fragment.texcoord[0], texture[0], 2D;
st_cb_drawpixels.c 232 /* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
252 /* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
293 * vertex position and texcoord (and optionally, color).
738 /* vertex shader state: position + texcoord pass-through */
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/compiler/
radeon_program_tex.c 280 * MUL temp, texcoord, <scaling factor constant>
287 * MUL temp, texcoord, <scaling factor constant> ; De-mirror across axes
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/
r300_context.h 578 /* Point sprites texcoord index, 1 bit per texcoord */
  /external/deqp/modules/gles2/functional/
es2fShaderTextureFunctionTests.cpp 499 const char* texCoord = isVtxCase ? "a_in0" : "v_texCoord";
503 op << "(u_sampler, " << texCoord;
  /external/mesa3d/src/gallium/drivers/r300/compiler/
radeon_program_tex.c 280 * MUL temp, texcoord, <scaling factor constant>
287 * MUL temp, texcoord, <scaling factor constant> ; De-mirror across axes

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