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  /external/skia/experimental/AndroidPathRenderer/
AndroidPathRenderer.cpp 33 #include "Vertex.h"
65 inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
66 Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
74 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
75 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
100 static void getFillVerticesFromPerimeter(const SkTArray<Vertex, true>& perimeter, VertexBuffer* vertexBuffer) {
101 Vertex* buffer = vertexBuffer->alloc<Vertex>(perimeter.count());
117 static void getStrokeVerticesFromPerimeter(const SkTArray<Vertex, true>& perimeter, float halfStrokeWidth
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  /sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/
GLStateType.java 27 VERTEX_ARRAY_DATA("Vertex Array Data"),
28 GENERIC_VERTEX_ATTRIBUTES("Generic Vertex Attributes"),
29 GENERIC_VERTEX_ATTRIBUTE_DATA_COMPOSITE("Generic Vertex Attribute Data"),
35 VERTEX_ATTRIB_ARRAY("Vertex Attrib Array Properties"),
36 VERTEX_ATTRIB_ARRAY_COMPOSITE("Vertex Attrib Array #n Properties"),
37 VERTEX_ATTRIB_ARRAY_ENABLED("Vertex Attrib Array Enable"),
38 VERTEX_ATTRIB_ARRAY_SIZE("Vertex Attrib Array Size"),
39 VERTEX_ATTRIB_ARRAY_STRIDE("Vertex Attrib Array Stride"),
40 VERTEX_ATTRIB_ARRAY_TYPE("Vertex Attrib Array Type"),
41 VERTEX_ATTRIB_ARRAY_NORMALIZED("Vertex Attrib Array Normalized")
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  /external/mesa3d/src/mesa/x86/
3dnow_xform1.S 84 ADD_L ( EDI, EAX ) /* next vertex */
87 DEC_L ( ESI ) /* decrement vertex counter */
89 JNZ ( LLBL( G3TPGR_2 ) ) /* cnt > 0 ? -> process next vertex */
131 ADD_L ( EDI, EAX ) /* next vertex */
136 DEC_L ( ESI ) /* decrement vertex counter */
137 JNZ ( LLBL( G3TPIR_3 ) ) /* cnt > 0 ? -> process next vertex */
190 ADD_L ( EDI, EAX ) /* next vertex */
193 DEC_L ( ESI ) /* decrement vertex counter */
195 JNZ ( LLBL( G3TP3NRR_2 ) ) /* cnt > 0 ? -> process next vertex */
245 ADD_L ( EDI, EAX ) /* next vertex */
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3dnow_xform2.S 96 ADD_L ( EDI, EAX ) /* next vertex */
104 DEC_L ( ESI ) /* decrement vertex counter */
105 JNZ ( LLBL( G3TPGR_2 ) ) /* cnt > 0 ? -> process next vertex */
157 ADD_L ( EDI, EAX ) /* next vertex */
160 DEC_L ( ESI ) /* decrement vertex counter */
161 JNZ ( LLBL( G3TPPR_2 ) ) /* cnt > 0 ? -> process next vertex */
233 ADD_L ( EDI, EAX ) /* next vertex */
236 DEC_L ( ESI ) /* decrement vertex counter */
238 JNZ ( LLBL( G3TP3R_2 ) ) /* cnt > 0 ? -> process next vertex */
292 ADD_L ( EDI, EAX ) /* next vertex */
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  /external/mesa3d/docs/
RELNOTES-5.1 65 Allows server-side vertex arrays, optimized host/card data transfers, etc.
72 Allows multiple vertex arrays to be drawn with one call, including arrays
104 Vertex/Fragment program debugger
108 interactive debugging of vertex and fragment programs. See the
111 The bulk of the vertex/fragment program debugger is implemented
120 As it is now, the demo lets you set breakpoings in vertex/fragment
165 The files related to vertex and fragment programming have changed.
174 arbvertparse.[ch] - ARB vertex program parsing
175 arbparse.[ch] - ARB vertex/fragment parsing
176 arbparse_syn.h - vertex/fragment program synta
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  /external/opencv/cvaux/src/
enmin.cpp 73 // struct Vertex is used for storing vertices of graph
75 struct Vertex
84 // srcVtx - coordinate of source vertex on the real image line
85 // destVtx - coordinate of destination vertex on the real image line
197 getSizeForGraph( Vertex ),
211 ( ( Vertex* )newVtxPtr ) -> coord = i;
216 ( ( Vertex* )newVtxPtr ) -> coord = -2; /* adding alpha vertex */
219 ( ( Vertex* )newVtxPtr ) -> coord = -1; /* adding beta vertex */
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  /development/samples/ApiDemos/src/com/example/android/apis/graphics/kube/
GLFace.java 55 GLVertex vertex = mVertexList.get(last); local
59 while (vertex.color != null) {
60 mVertexList.add(0, vertex);
62 vertex = mVertexList.get(last);
66 vertex.color = c;
  /development/samples/OpenGL/HelloOpenGLES10/src/com/example/android/opengl/
Triangle.java 31 // number of coordinates per vertex in this array
46 // initialize vertex byte buffer for shape coordinates
67 // Since this shape uses vertex arrays, enable them
74 gl.glVertexPointer( // point to vertex data:
81 // Disable vertex array drawing to avoid
  /external/deqp/framework/referencerenderer/
design.txt 9 - must support vertex shading -> custom position transformations
26 Vertex cache:
27 - based on indices setup transformed vertex buffer
64 + provoking vertex for flatshading
88 + provoking vertex index
  /external/mesa3d/src/gallium/auxiliary/util/
u_vbuf.h 32 * user buffer uploads and vertex format fallbacks. It's designed
42 /* Hardware vertex fetcher limitations can be described by this structure. */
44 /* Vertex format CAPs. */
52 /* Whether vertex fetches don't have to be 4-byte-aligned. */
58 /* Whether the driver supports user vertex buffers. */
  /frameworks/base/libs/hwui/renderstate/
MeshState.h 19 #include "Vertex.h"
42 const GLsizei kVertexStride = sizeof(Vertex);
82 * Binds an attrib to the specified float vertex pointer.
89 * Binds an attrib to the specified float vertex pointer.
96 * Resets the vertex pointers.
  /development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/
Triangle.java 31 // the coordinates of the objects that use this vertex shader
54 // number of coordinates per vertex in this array
63 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
71 // initialize vertex byte buffer for shape coordinates
92 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
108 // get handle to vertex shader's vPosition member
137 // Disable vertex array
  /external/mesa3d/src/mesa/tnl_dd/
t_dd_tritmp.h 47 * VERT_X(v): Alias for vertex x value.
48 * VERT_Y(v): Alias for vertex y value.
49 * VERT_Z(v): Alias for vertex z value.
53 * VERTEX: Hardware vertex type.
54 * GET_VERTEX(n): Retreive vertex with index n.
57 * VERT_SET_RGBA: Assign vertex rgba from VB color.
58 * VERT_COPY_RGBA: Copy vertex rgba another vertex.
59 * VERT_SAVE_RGBA: Save vertex rgba to a local variable
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  /cts/suite/cts/deviceTests/opengl/jni/reference/scene/flocking/
FlockingScene.cpp 43 const char* vertex = GLUtils::openTextFile("vertex/perspective"); local
45 if (vertex == NULL || fragment == NULL) {
48 GLuint programId = GLUtils::createProgram(&vertex, &fragment);
49 delete[] vertex;
56 vertex = GLUtils::openTextFile("vertex/water");
58 if (vertex == NULL || fragment == NULL) {
61 programId = GLUtils::createProgram(&vertex, &fragment);
62 delete[] vertex;
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  /cts/suite/cts/deviceTests/opengl/jni/reference/scene/glowing/
GlowingScene.cpp 48 const char* vertex = GLUtils::openTextFile("vertex/perspective"); local
50 if (vertex == NULL || fragment == NULL) {
53 GLuint programId = GLUtils::createProgram(&vertex, &fragment);
54 delete[] vertex;
61 vertex = GLUtils::openTextFile("vertex/blur");
63 if (vertex == NULL || fragment == NULL) {
66 programId = GLUtils::createProgram(&vertex, &fragment);
67 delete[] vertex;
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  /frameworks/base/libs/hwui/
PathTessellator.cpp 53 #include "Vertex.h"
83 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
84 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
173 bounds->outset(fabs(inverseScaleX) * (0.5f + Vertex::GeometryFudgeFactor()),
174 fabs(inverseScaleY) * (0.5f + Vertex::GeometryFudgeFactor()));
177 bounds->outset(halfStrokeWidth + fabs(inverseScaleX) * Vertex::GeometryFudgeFactor(),
178 halfStrokeWidth + fabs(inverseScaleY) * Vertex::GeometryFudgeFactor());
183 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
184 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size())
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  /developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/
Gles2ColoredTriangleList.java 37 /** Number of coordinates per vertex in this array: one for each of x, y, and z. */
43 /** Number of bytes per vertex. */
62 /** The VBO containing the vertex coordinates. */
116 // Pass the MVP matrix, vertex data, and color to OpenGL.
161 // Create a vertex or fragment shader.
179 /** Trivial vertex shader that transforms the input vertex by the MVP matrix. */
198 /** Handle for uMvpMatrix uniform in vertex shader. */
201 /** Handle for aPosition attribute in vertex shader. */
233 // Get a handle to the uMvpMatrix uniform in the vertex shader
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  /developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/
Gles2ColoredTriangleList.java 37 /** Number of coordinates per vertex in this array: one for each of x, y, and z. */
43 /** Number of bytes per vertex. */
62 /** The VBO containing the vertex coordinates. */
116 // Pass the MVP matrix, vertex data, and color to OpenGL.
161 // Create a vertex or fragment shader.
179 /** Trivial vertex shader that transforms the input vertex by the MVP matrix. */
198 /** Handle for uMvpMatrix uniform in vertex shader. */
201 /** Handle for aPosition attribute in vertex shader. */
233 // Get a handle to the uMvpMatrix uniform in the vertex shader
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  /development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/
Gles2ColoredTriangleList.java 37 /** Number of coordinates per vertex in this array: one for each of x, y, and z. */
43 /** Number of bytes per vertex. */
62 /** The VBO containing the vertex coordinates. */
116 // Pass the MVP matrix, vertex data, and color to OpenGL.
161 // Create a vertex or fragment shader.
179 /** Trivial vertex shader that transforms the input vertex by the MVP matrix. */
198 /** Handle for uMvpMatrix uniform in vertex shader. */
201 /** Handle for aPosition attribute in vertex shader. */
233 // Get a handle to the uMvpMatrix uniform in the vertex shader
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_private.h 70 * Basic vertex info.
163 * bound vertex buffers. Regardless of any other consideration,
164 * all vertex lookups need to be clamped to 0..max_index to
172 /* user-space vertex data, buffers */
174 /** vertex element/index buffer (ex: glDrawElements) */
183 /** vertex arrays */
186 /** constant buffers (for vertex/geometry shader) */
236 /** Vertex shader state */
286 /** Stream output (vertex feedback) state */
297 /* If a prim stage introduces new vertex attributes, they'll be stored her
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  /external/deqp/data/gles3/shaders/
linkage.test 7 # not declared in vertex shader, declared in fragment shader
10 desc "varying declared in fragment shader, no reference in vertex shader"
12 vertex ""
33 # declared in vertex shader, no reference in frag shader
36 desc "varying declared in vertex shader, no reference in fragment shader"
37 vertex ""
56 # declared in vertex shader, declared in frag shader
59 desc "varying declared in both vertex and fragment shader, but not used"
60 vertex ""
80 # declared in vertex shader, static use in frag shade
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  /external/deqp/data/gles31/shaders/
linkage_tessellation.test 15 vertex ""
70 vertex ""
125 vertex ""
179 vertex ""
233 vertex ""
287 vertex ""
342 vertex ""
394 vertex ""
440 vertex ""
489 vertex ""
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  /external/llvm/include/llvm/Support/
GenericDomTreeConstruction.h 44 Vertex.push_back(V); // Vertex[n] = V;
71 DT.Vertex.push_back(BB); // Vertex[n] = V;
125 typename GraphT::NodeType* VAncestor = DT.Vertex[VInfo.Parent];
163 DT.Vertex.push_back(nullptr); // Vertex[n] = V;
177 // bucket for each vertex. However, this is unnecessary, because each vertex
179 // vertex's bucket is processed before it is added to any bucket itself
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  /external/pdfium/core/src/fxge/agg/agg23/
agg_conv_adaptor_vcgen.h 26 unsigned vertex(FX_FLOAT*, FX_FLOAT*) function in struct:agg::null_markers
70 unsigned vertex(FX_FLOAT* x, FX_FLOAT* y);
84 unsigned conv_adaptor_vcgen<VertexSource, Generator, Markers>::vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::conv_adaptor_vcgen
92 m_last_cmd = m_source->vertex(&m_start_x, &m_start_y);
102 cmd = m_source->vertex(x, y);
126 cmd = m_generator.vertex(x, y);
  /external/mesa3d/src/mesa/swrast_setup/
ss_context.c 40 /* Need to check lighting state and vertex program state to know
179 * Prepare to render a vertex buffer.
213 * It's called when we finish rendering a vertex buffer.
263 * Populate a swrast SWvertex from an attrib-style vertex.
266 _swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
272 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
281 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
285 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
288 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
292 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1
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