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  /external/opencv/cv/src/
cvstereogc.cpp 215 // exclude the vertex from the active list
  /external/skia/src/gpu/
GrClipMaskManager.cpp 31 // stage matrix this also alters the vertex layout
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  /frameworks/base/libs/hwui/
OpenGLRenderer.h 28 #include "Vertex.h"
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SkiaCanvas.cpp 576 optionally vertex points [ptCount * sizeof(SkPoint)] if we need a
  /frameworks/base/packages/WallpaperCropper/src/com/android/gallery3d/glrenderer/
GLES20Canvas.java 332 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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  /ndk/sources/host-tools/nawk-20071023/
b.c 339 void cfoll(fa *f, Node *v) /* enter follow set of each leaf of vertex v into lfollow[leaf] */
  /packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/
GLES20Canvas.java 332 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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  /packages/apps/Launcher3/WallpaperPicker/src/com/android/gallery3d/glrenderer/
GLES20Canvas.java 330 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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  /external/deqp/modules/gles31/functional/
es31fDebugTests.cpp     [all...]
es31fOpaqueTypeIndexingTests.cpp     [all...]
es31fShaderIntegerFunctionTests.cpp 113 // \todo [2013-10-31 pyry] Query from GL for vertex and fragment shaders.
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  /external/mesa3d/src/mesa/program/
ir_to_mesa.cpp 504 /* Vertex programs cannot use the SCS opcode.
913 /* Saturates were only introduced to vertex programs in
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  /cts/tests/tests/media/src/android/media/cts/
EncodeVirtualDisplayWithCompositionTest.java     [all...]
  /development/ndk/platforms/android-18/include/GLES3/
gl3.h 419 /* Vertex Arrays */
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  /external/deqp/modules/gles2/functional/
es2fShaderIndexingTests.cpp     [all...]
  /external/deqp/modules/gles2/performance/
es2pShaderOptimizationTests.cpp 283 const char* const relevantResultName = m_caseShaderType == CASESHADERTYPE_VERTEX ? "vertex" : "fragment";
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es2pStateChangeTests.cpp     [all...]
  /external/deqp/modules/gles3/functional/
es3fNegativeStateApiTests.cpp     [all...]
es3fShaderBuiltinVarTests.cpp     [all...]
es3fShaderIndexingTests.cpp 997 string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " + fragAccessName + " read in fragment shader.";
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  /external/deqp/modules/gles3/performance/
es3pShaderOptimizationTests.cpp 286 const char* const relevantResultName = m_caseShaderType == CASESHADERTYPE_VERTEX ? "vertex" : "fragment";
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  /external/mesa3d/src/gallium/drivers/r300/compiler/
radeon_program_alu.c 901 * instructions of the r300 up to r500 vertex engine.
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  /external/mesa3d/src/gallium/drivers/r600/
r600_hw_context.c 889 /* Some GPUs don't have the vertex cache and must use the texture cache instead. */
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  /external/mesa3d/src/glsl/
glsl_parser.yy 1074 | INVARIANT variable_identifier // Vertex only.
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  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_reg.h     [all...]

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