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Searched
full:vertex
(Results
151 - 175
of
1338
) sorted by null
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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_);
Completed in 1831 milliseconds
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