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  /development/ndk/platforms/android-18/samples/gles3jni/jni/
RendererES2.cpp 132 glVertexAttribPointer(mPosAttrib, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, pos));
133 glVertexAttribPointer(mColorAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, rgba));
RendererES3.cpp 106 glVertexAttribPointer(POS_ATTRIB, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, pos));
107 glVertexAttribPointer(COLOR_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, rgba));
  /external/deqp/doc/testspecs/GL3/
functional.texture_buffers.txt 26 - As vertex texture
28 - As vertex array
48 buffer object is used as vertex array, index array, vertex texture and fragment
  /external/deqp/doc/testspecs/GLES2/
functional.vertex_arrays.multiple_attributes.txt 19 Multiple vertex attribute vertex array tests
38 which define a quad. Third and fourth component are same for each vertex in quad.
40 same value for each vertex in quad. This data is uploaded to buffer or used from
performance.texture.format.txt 27 + Texture lookup in vertex and fragment shaders
42 together to produce the final color for vertex or fragment. Additive
47 Textures are sampled in range (0, 0) -> (1, 1). Vertex-side tests use
48 2x2 pixel quads, e.g. each vertex gives a color for single pixel.
  /external/deqp/doc/testspecs/GLES3/
functional.instanced.txt 29 - gl_InstanceID vertex shader input
42 instance variables are either calculated based on gl_InstanceID in the vertex
43 shader or given to the vertex shader as attributes instanced with
48 In the tests for instanced attribute types, only the vertex attribute divisor
functional.vertex_arrays.multiple_attributes.txt 19 Multiple vertex attribute vertex array tests
38 which define a quad. Third and fourth component are same for each vertex in quad.
40 same value for each vertex in quad. This data is uploaded to buffer or used from
  /external/deqp/doc/testspecs/GLES31/
functional.texture_buffers.txt 26 - As vertex texture
28 - As vertex array
51 buffer object is used as vertex array, index array, vertex texture and fragment
  /external/llvm/test/CodeGen/R600/
call_fs.ll 17 attributes #0 = { "ShaderType"="1" } ; Vertex Shader
  /external/mesa3d/docs/
README.MITS 42 No. This implementation splits the processing of the vertex buffer
48 polygon for each vertex buffer processed. Test results on a
50 100-200 vertices in the vertex buffer before any there is any
55 Yes. You can try to vary the size of the vertex buffer which is
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pipe.h 47 struct vertex_header *v[3]; /**< 1 to 3 vertex pointers */
107 * Get a writeable copy of a vertex.
109 * \param vert the vertex to copy (source)
111 * \return pointer to the copied vertex
  /external/mesa3d/src/gallium/auxiliary/rbug/
rbug_context.h 88 rbug_shader_t vertex; member in struct:rbug_proto_context_draw_rule
113 rbug_shader_t vertex; member in struct:rbug_proto_context_info_reply
155 rbug_shader_t vertex,
174 rbug_shader_t vertex,
  /external/mesa3d/src/gallium/auxiliary/util/
u_draw.c 37 * of bound vertex buffers. Regardless of any other consideration,
38 * all vertex lookups need to be clamped to 0..max_index-1 to prevent
42 * too small to contain any valid vertex data.
105 /* Per-vertex data */
u_vbuf.c 46 /* If (velem[i].src_format != native_format[i]), the vertex buffer
47 * referenced by the vertex element cannot be used for rendering and
48 * its vertex data must be translated to native_format[i]. */
56 /* Which buffer has at least one vertex element referencing it
59 /* Which buffer has all vertex elements referencing it incompatible. */
61 /* Which buffer has at least one vertex element referencing it
64 /* Which buffer has all vertex elements referencing it compatible. */
67 /* Which buffer has at least one vertex element referencing it
94 /* Saved vertex buffers. */
98 /* Vertex buffers for the driver
    [all...]
  /external/mesa3d/src/glsl/builtins/profiles/
110.vert 7 * "The built-ins suffixed with "Lod" are only allowed in a vertex shader."
ARB_shader_texture_lod.frag 2 * The existing isotropic vertex texture functions are added to the
  /external/mesa3d/src/mesa/program/
prog_statevars.h 48 * Used for describing GL state referenced from inside ARB vertex and
115 STATE_CURRENT_ATTRIB, /* ctx->Current vertex attrib value */
116 STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, /* ctx->Current vertex attrib value after passthrough vertex processing */
  /prebuilts/python/linux-x86/2.7.5/lib/python2.7/site-packages/setoolsgui/networkx/algorithms/approximation/
dominating_set.py 4 Minimum Vertex and Edge Dominating Set
9 vertex not in D is joined to at least one member of D by some edge. The
31 r"""Return minimum weight vertex dominating set.
76 # find the most cost effective set, and the vertex that for that set
  /external/skia/src/gpu/gl/
GrGLGpu.h 176 // Sets up vertex attribute pointers and strides. On return indexOffsetInBytes gives the offset
333 * Tracks bound vertex and index buffers and vertex attrib array state.
400 * Binds the default vertex array and binds the index buffer. This is used when binding
414 * Binds the vertex array object that should be used to render from the vertex buffer.
415 * The vertex array is bound and its attrib array state object is returned. The vertex
416 * buffer is bound. The index buffer (if non-NULL) is bound to the vertex array. The
417 * returned GrGLAttribArrayState should be used to set vertex attribute arrays
    [all...]
  /cts/suite/cts/deviceTests/opengl/assets/fragment/
water 28 // Get a lighting direction vector from the light to the vertex.
30 // Calculate the dot product of the light vector and vertex normal.
  /external/deqp/data/gles31/shaders/
tessellation_negative_user_defined_io.test 6 vertex ""
65 vertex ""
  /external/deqp/framework/referencerenderer/
rrVertexAttrib.hpp 23 * \brief Vertex attribute fetch.
93 * \brief Vertex attribute slot
95 * Vertex attribute type specifies component type for attribute and it
98 * Attribute size specifies how many components there are per vertex.
99 * If size is 0, no components are fetched, ie. vertex attribute slot
102 * Divisor specifies the rate at which vertex attribute advances. If it is
103 * zero, attribute is advanced per vertex. If divisor is non-zero, attribute
114 int instanceDivisor; //!< Vertex attribute divisor.
  /frameworks/base/docs/html/training/graphics/opengl/
draw.jd 79 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
86 <p>You need at least one vertex shader to draw a shape and one fragment shader to color that shape.
117 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
155 // add the vertex shader to program
173 color values to the shape?s vertex shader and fragment shader, and then executes the drawing
181 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
187 // get handle to vertex shader's vPosition member
207 // Disable vertex array
  /frameworks/base/libs/hwui/
Patch.h 61 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
64 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
  /frameworks/base/media/mca/filterfw/native/core/
vertex_frame.cpp 46 ALOGE("VertexFrame: Could not create vertex buffer!");
61 "inside the vertex frame (%d bytes)!", size, size_);

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