/external/mesa3d/src/mesa/vbo/ |
vbo_save_draw.c | 47 * last vertex to the saved state 54 GLfloat vertex[VBO_ATTRIB_MAX * 4]; local 65 data = vertex; 77 data += node->attrsz[0]; /* skip vertex position */ 131 * Treat the vertex storage as a VBO, define vertex arrays pointing 166 /* The aliasing of attributes for NV vertex programs has already 167 * occurred. NV vertex programs cannot access material values, 265 /* The vertex store is currently mapped but we're about to replay 268 * We never want to have mapped vertex buffers when we're drawing [all...] |
/external/libdrm/intel/tests/ |
gen4-3d.batch-ref.txt | 56 0x123000dc: 0x00000004: vertex count 57 0x123000e0: 0x00000000: start vertex 85 0x12300150: 0x00000052: vertex count 86 0x12300154: 0x00000000: start vertex 103 0x12300198: 0x00000050: vertex count 104 0x1230019c: 0x00000052: start vertex 121 0x123001e0: 0x00000052: vertex count 122 0x123001e4: 0x000000a2: start vertex 139 0x12300228: 0x00000050: vertex count 140 0x1230022c: 0x000000f4: start vertex [all...] |
gen5-3d.batch-ref.txt | 60 0x123000ec: 0x00000004: vertex count 61 0x123000f0: 0x00000000: start vertex 92 0x1230016c: 0x00000052: vertex count 93 0x12300170: 0x00000000: start vertex 111 0x123001b8: 0x00000050: vertex count 112 0x123001bc: 0x00000052: start vertex 130 0x12300204: 0x00000052: vertex count 131 0x12300208: 0x000000a2: start vertex 151 0x12300258: 0x00000050: vertex count 152 0x1230025c: 0x000000f4: start vertex [all...] |
gm45-3d.batch-ref.txt | 57 0x123000e0: 0x00000004: vertex count 58 0x123000e4: 0x00000000: start vertex 86 0x12300154: 0x00000052: vertex count 87 0x12300158: 0x00000000: start vertex 104 0x1230019c: 0x00000050: vertex count 105 0x123001a0: 0x00000052: start vertex 122 0x123001e4: 0x00000052: vertex count 123 0x123001e8: 0x000000a2: start vertex 140 0x1230022c: 0x00000050: vertex count 141 0x12300230: 0x000000f4: start vertex [all...] |
/frameworks/base/libs/hwui/ |
SpotShadow.cpp | 44 // For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals. 58 #include "Vertex.h" 71 * For each polygon's vertex, the light center will project it to the receiver 72 * as one of the outline vertex. 73 * For each outline vertex, we need to store the position and normal. 74 * Normal here is defined against the edge by the current vertex and the next vertex. 83 * For each vertex, we need to keep track of its angle, whether it is penumbra or 84 * umbra, and its corresponding vertex index. 87 // The angle to the vertex from the centroid [all...] |
Debug.h | 41 // Turn on to display debug info about vertex/fragment shaders 56 // Turn on to display vertex and tex coords data about 9patch objects 59 // Turn on to display vertex and tex coords data used by empty quads
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/development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/ |
Square.java | 32 // the coordinates of the objects that use this vertex shader 56 // number of coordinates per vertex in this array 66 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex 74 // initialize vertex byte buffer for shape coordinates 101 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program 116 // get handle to vertex shader's vPosition member 147 // Disable vertex array
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/external/deqp/doc/testspecs/GLES31/ |
functional.geometry_shading.txt | 31 + Non-sufficient vertex emit counts, superfluous EndPrimitives() 37 + (Negative) tests for vertex-geo-frag shader varying linkage. 65 by drawing a separate triangle for each geometry shader input vertex. 67 TRIANGLE_ADJACENCY primitive with different vertex counts. 77 varying.* tests verify the functionality of vertex shader -> geometry shader 86 GL_LAYER_PROVOKING_VERTEX by rendering two triangles with one vertex having a 87 different gl_Layer value. The actual provoking vertex is then verified by
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/external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/ |
EmitterMeshFaceShape.java | 24 * Constructor. It stores a copy of vertex list of all meshes. 61 // the index of the first vertex of a face (must be dividable by 3) 63 // put the point somewhere between the first and the second vertex of a face 68 // move the result towards the last face vertex 84 // the index of the first vertex of a face (must be dividable by 3) 87 // put the point somewhere between the first and the second vertex of a face 92 // move the result towards the last face vertex
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EmitterMeshVertexShape.java | 35 * Constructor. It stores a copy of vertex list of all meshes. 83 * This method fills the point with coordinates of randomly selected mesh vertex. 85 * the variable to store with coordinates of randomly selected mesh vertex 95 * This method fills the point with coordinates of randomly selected mesh vertex. 96 * The normal param is filled with selected vertex's normal. 98 * the variable to store with coordinates of randomly selected mesh vertex 100 * filled with selected vertex's normal
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/external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/ |
OBJLoader.java | 77 protected final HashMap<Vertex, Integer> vertIndexMap = new HashMap<Vertex, Integer>(100); 78 protected final IntMap<Vertex> indexVertMap = new IntMap<Vertex>(100); 91 protected static class Vertex { 106 final Vertex other = (Vertex) obj; 130 Vertex[] verticies; 179 protected void findVertexIndex(Vertex vert){ 194 t[0].verticies = new Vertex[3] [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/model/shape/ |
TestCustomMesh.java | 48 * once with vertex colors, and once with a wireframe material. 63 // Vertex positions in space 100 // Second mesh uses vertex colors to color each vertex 112 //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f 114 // Red value (is increased by .2 on each next vertex here) 116 // Green value (is reduced by .2 on each next vertex)
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/external/mesa3d/src/mesa/state_tracker/ |
st_atom_shader.c | 29 * State validation for vertex/fragment shaders. 30 * Note that we have to delay most vertex/fragment shader translation 31 * until rendering time since the linkage between the vertex outputs and 119 * Update vertex program state/atom. This involves translating the 120 * Mesa vertex program into a gallium fragment program and binding it. 138 /* When this is true, we will add an extra input to the vertex 140 * edgeflag semantics, and extend the vertex shader to pass through
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/frameworks/base/core/jni/android/opengl/ |
poly_clip.cpp | 51 * index is an index into the array of floats at each vertex, such that 73 /* on old polygon (p), u is previous vertex, v is current vertex */ 74 /* tv is negative if vertex v is in */ 87 if (tv<=0.0f) /* vertex v is in, copy it to q */ 94 * using the homogeneous screen coordinates (sx, sy, sz, sw) of each vertex, 96 * and similar tests for y and z, for each vertex v of the polygon.
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/platform_testing/tests/perf/PerformanceLaunch/src/com/android/performanceLaunch/helper/ |
Square.java | 34 // the coordinates of the objects that use this vertex shader 58 // number of coordinates per vertex in this array 71 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex 81 // initialize vertex byte buffer for shape coordinates 108 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program 122 // get handle to vertex shader's vPosition member 153 // Disable vertex array
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Triangle.java | 33 // the coordinates of the objects that use this vertex shader 56 // number of coordinates per vertex in this array 66 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex 76 // initialize vertex byte buffer for shape coordinates 97 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program 112 // get handle to vertex shader's vPosition member 141 // Disable vertex array
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/external/mesa3d/src/gallium/tests/graw/ |
tri-instanced.c | 34 struct vertex { struct 44 * Vertex data. 45 * Each vertex has three attributes: position, color and translation. 49 static struct vertex vertices[4] = 115 ve[0].src_offset = Offset(struct vertex, position); 120 ve[1].src_offset = Offset(struct vertex, color); 134 /* vertex data */ 135 vbuf[0].stride = sizeof( struct vertex ); 178 " 1: ADD OUT[0], IN[0], IN[2]\n" /* add instance pos to vertex pos */
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/external/mesa3d/docs/ |
relnotes-6.4.1.html | 33 <li>redefining a vertex program string didn't take effect in TNL module 34 <li>fixed occasional segfault upon vertex/fragment parsing error 35 <li>vertex program LIT instruction didn't handle 0^0=1 correctly
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/external/mesa3d/src/gallium/auxiliary/vl/ |
vl_vertex_buffers.h | 36 /* vertex buffers act as a todo list 38 * so a vertex shader can work with them 41 /* inputs to the vertex shaders */
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/external/mesa3d/src/mesa/program/ |
prog_execute.h | 47 * Virtual machine state used during execution of vertex/fragment programs. 60 /** Vertex Input attribs */ 65 GLfloat (*EnvParams)[4]; /**< Vertex or Fragment env parameters */
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/frameworks/base/media/mca/filterfw/native/core/ |
shader_program.h | 46 // By default a ShaderProgram provides its own vertex shader. However, a custom 47 // vertex shader may be passed and used instead. 48 // When implementing a vertex shader, the following attribute names have special 51 // - a_position: The vertex position 55 // are present in the vertex shader source code. 71 // A default vertex shader is used, which renders the input texture to a 82 // Create a new shader program with the given fragment and vertex shader 128 // the default vertex shader is used, or your custom vertex shader defines 222 // When storing vertex data, it is recommended to use VertexFrames whe [all...] |
/external/mesa3d/src/gallium/docs/source/ |
context.rst | 28 vertex and geometry samplers. Note that sampler states are set en masse. 34 * :ref:`Shader`: These are create, bind and destroy methods for vertex, 36 * :ref:`Vertex Elements`: ``*_vertex_elements_state`` 111 * ``set_vertex_sampler_views`` binds an array of sampler views to vertex 161 produced by the vertex pipeline to buffers. This is done after the geometry 162 shader or vertex shader if no geometry shader is present. 179 the vertex count. The vertex count is derived from the internal offset 193 NOTE: The currently-bound vertex or geometry shader must be compiled with 238 If there is an index buffer bound, and ``indexed`` field is true, all vertex [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
Mesh.java | 64 * <li>Points - Every vertex represents a single point in space, 98 * previous vertex to make a line. {@link Mesh#setLineWidth(float) } can 105 * the last vertex is connected with the first to form a line. 127 * with the very first vertex to make a triangle. 186 * Creates a new mesh with no {@link VertexBuffer vertex buffers}. 192 * Create a shallow clone of this Mesh. The {@link VertexBuffer vertex 221 * The {@link VertexBuffer vertex buffers} and the data inside them 262 * of the {@link VertexBuffer vertex buffer} data, however the 310 // or it doesn't have bone-vertex assignments, so its not animated 468 * Returns the maximum number of weights per vertex on this mesh [all...] |
/cts/suite/cts/deviceTests/opengl/assets/vertex/ |
water | 22 // Transform the vertex into eye space.
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/cts/suite/cts/deviceTests/opengl/ |
cob_exporter.py | 48 # for each vertex in the face 49 vertex = mesh.data.vertices[vertex_itself] 50 v = vertex.co.xyz 51 n = vertex.normal.xyz
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