/external/skia/gm/ |
beziereffects.cpp | 57 struct Vertex { 75 SkASSERT(vertexStride == sizeof(Vertex)); 76 Vertex* verts = reinterpret_cast<Vertex*>(helper.init(batchTarget, vertexStride, 1)); 83 sizeof(Vertex)); 131 struct Vertex { 279 struct Vertex { 452 struct Vertex { 470 SkASSERT(vertexStride == sizeof(Vertex)); 471 Vertex* verts = reinterpret_cast<Vertex*>(helper.init(batchTarget, vertexStride, 1)) [all...] |
/external/mesa3d/src/mesa/vbo/ |
vbo_rebase.c | 32 * successive primitives layed out linearly in the vertex arrays. 33 * Unless the vertex arrays are all in a VBO, the OpenGL semantics 34 * imply that we need to re-upload the vertex data on each draw call. 37 * vertex data. Worse - in the software tnl module, all those 41 * incorrect as we tend to upload each set of vertex data to a new 99 /* Adjust primitives, indices and vertex definitions so that min_index 216 * will be happier if you just specify a starting vertex value in
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vbo_split.c | 34 * vertex is required in this state, the maximum number of vertices 41 * For instance, if a driver has no hardware limits on vertex buffer 132 /* The vertex buffers are too large for hardware (or the 134 * in turn. Use a vertex cache to preserve some of the 155 /* The vertex buffer is too large for hardware (or the swtnl
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/external/skia/src/gpu/ |
GrBufferAllocPool.h | 136 * A GrBufferAllocPool of vertex buffers 143 * @param gpu The GrGpu used to create the vertex buffers. 165 * @param vertexSize specifies size of a vertex to allocate space for 167 * @param buffer returns the vertex buffer that will hold the 169 * @param startVertex returns the offset into buffer of the first vertex. 170 * In units of the size of a vertex from layout param. 171 * @return pointer to first vertex.
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GrAtlasTextContext.cpp | 303 // generated vertex coordinates to move them to the correct position 500 // setup vertex / glyphIndex for the new run 1374 intptr_t vertex = reinterpret_cast<intptr_t>(blob->fVertices + subRun->fVertexEndIndex); local 1673 intptr_t vertex = reinterpret_cast<intptr_t>(blob->fVertices); variable 1682 intptr_t vertex = reinterpret_cast<intptr_t>(blob->fVertices); variable 1689 intptr_t vertex = reinterpret_cast<intptr_t>(blob->fVertices); variable [all...] |
/frameworks/native/opengl/tests/testViewport/src/com/android/test/ |
TestView.java | 78 * The vertex and index data are held in VBO objects because on most 79 * GPUs VBO objects are the fastest way of rendering static vertex 85 // Size of vertex data elements in bytes: 89 // Vertex structure: 97 // These buffers are used to hold the vertex and index data while 187 // Generate a the vertex and element buffer IDs 194 // Upload the vertex data
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/frameworks/rs/api/ |
rs_graphics.spec | 104 value: RS_PRIMITIVE_POINT = 0, "Vertex data will be rendered as a series of points" 105 value: RS_PRIMITIVE_LINE = 1, "Vertex pairs will be rendered as lines" 106 value: RS_PRIMITIVE_LINE_STRIP = 2, "Vertex data will be rendered as a connected line strip" 108 value: RS_PRIMITIVE_TRIANGLE_STRIP = 4, "Vertices will be rendered as a connected triangle strip defined by the first three vertices with each additional triangle defined by a new vertex" 109 value: RS_PRIMITIVE_TRIANGLE_FAN = 5, "Vertices will be rendered as a sequence of triangles that all share first vertex as the origin" 112 summary: How to intepret mesh vertex data 114 Describes the way mesh vertex data is interpreted when rendering 270 arg: rs_program_vertex pv, "program vertex object" 755 ret: rs_allocation, "allocation containing vertex data" 757 arg: uint32_t index, "index of the vertex allocation [all...] |
/frameworks/rs/scriptc/ |
rs_graphics.rsh | 138 * rs_primitive: How to intepret mesh vertex data 142 * Describes the way mesh vertex data is interpreted when rendering 151 RS_PRIMITIVE_POINT = 0, // Vertex data will be rendered as a series of points 152 RS_PRIMITIVE_LINE = 1, // Vertex pairs will be rendered as lines 153 RS_PRIMITIVE_LINE_STRIP = 2, // Vertex data will be rendered as a connected line strip 155 RS_PRIMITIVE_TRIANGLE_STRIP = 4, // Vertices will be rendered as a connected triangle strip defined by the first three vertices with each additional triangle defined by a new vertex 156 RS_PRIMITIVE_TRIANGLE_FAN = 5, // Vertices will be rendered as a sequence of triangles that all share first vertex as the origin 483 * pv: program vertex object 1133 * rsgMeshGetVertexAllocation: Return a vertex allocation 1138 * vertex data, e.g. positions, normals, texcoord [all...] |
/prebuilts/sdk/renderscript/include/ |
rs_graphics.rsh | 138 * rs_primitive: How to intepret mesh vertex data 142 * Describes the way mesh vertex data is interpreted when rendering 151 RS_PRIMITIVE_POINT = 0, // Vertex data will be rendered as a series of points 152 RS_PRIMITIVE_LINE = 1, // Vertex pairs will be rendered as lines 153 RS_PRIMITIVE_LINE_STRIP = 2, // Vertex data will be rendered as a connected line strip 155 RS_PRIMITIVE_TRIANGLE_STRIP = 4, // Vertices will be rendered as a connected triangle strip defined by the first three vertices with each additional triangle defined by a new vertex 156 RS_PRIMITIVE_TRIANGLE_FAN = 5, // Vertices will be rendered as a sequence of triangles that all share first vertex as the origin 483 * pv: program vertex object 1133 * rsgMeshGetVertexAllocation: Return a vertex allocation 1138 * vertex data, e.g. positions, normals, texcoord [all...] |
/external/apache-commons-math/src/main/java/org/apache/commons/math/optimization/direct/ |
DirectSearchOptimizer.java | 64 * the current start configuration and move it such that its first vertex 127 * while traveling from one vertex of the box to the diagonally opposite 128 * vertex moving only along the box edges. The first vertex of the box will 133 * The first vertex would be set to the start point at (1, 1, 1) and the 134 * last vertex would be set to the diagonally opposite vertex at (2, 11, 3).</p> 204 // store vertex i position relative to vertex 0 position 363 // set first vertex 389 final RealPointValuePair vertex = simplex[i]; local [all...] |
/external/deqp/data/gles31/shaders/ |
linkage_tessellation_geometry.test | 16 vertex "" 86 vertex "" 157 vertex "" 228 vertex "" 292 desc "Vertex output and geometry input share the same name" 300 vertex "" 362 desc "Vertex output and geometry input share the same name" 370 vertex "" 440 vertex "" 515 vertex "" [all...] |
/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_pt_fetch_emit.c | 43 /* The simplest 'middle end' in the new vertex code. 46 * - perform vertex fetch using 47 * - draw vertex element/buffer state 49 * - run the vertex shader 58 * - translate the vertex-shader output vertices to hw format 67 * - perform vertex fetch 70 * IE, basically just vertex fetch to post-vs-format vertices, 204 debug_warn_once("vertex buffer allocation failed (out of memory?)"); 295 debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
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/frameworks/base/libs/hwui/ |
Rect.h | 26 #include "Vertex.h" 219 left = floorf(left + Vertex::GeometryFudgeFactor()); 220 top = floorf(top + Vertex::GeometryFudgeFactor()); 221 right = ceilf(right - Vertex::GeometryFudgeFactor()); 222 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); 228 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); 229 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); 230 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); 231 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor());
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Program.cpp | 23 #include "Vertex.h" 32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { 40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); 168 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor());
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/external/jmonkeyengine/engine/src/core/com/jme3/animation/ |
package.html | 36 jME3 uses a system of bone-weights: A vertex is assigned up to 4 bones by which 38 vertex. The maximum weight value being 1.0, and the requirement that all 4 weights 39 for a given vertex <em>must</em> sum to 1.0. This data is specified 45 bones, even if the maximum number of bones any vertex is influenced is less or more 47 If a vertex is influenced by less than 4 bones, the indices following the last
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/external/mesa3d/docs/ |
GL3.txt | 32 Vertex array objects (GL_APPLE_vertex_array_object) DONE (i965, r300, r600, swrast) 49 16 vertex texture image units DONE 61 BGRA vertex order (GL_ARB_vertex_array_bgra) DONE (i965, r300, r600, swrast) 62 Base vertex offset(GL_ARB_draw_elements_base_vertex) DONE (i965, r300, r600, swrast) 64 Provoking vertex (GL_ARB_provoking_vertex) DONE (i965, r300, r600, swrast)
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relnotes-7.0.2.html | 42 <li>Fixed a vertex buffer wrapping issue (bug 9962) 50 <li>Fixed x86-64 vertex transformation bug (12216) 52 <li>Parsing of state.texgen in ARB vertex/fragment programs didn't work (bug 12313)
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/external/mesa3d/docs/OLD/ |
MESA_sprite_point.spec | 34 coordinates at each vertex. This extension effectively turns points 124 counter-clockwise around the quadrilateral, then the vertex and 127 vertex window coordinate texture coordinate 135 size. The other vertex attributes (such as the color and fog coordinate) 136 are simply duplicated from the original point vertex.
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/external/mesa3d/src/gallium/auxiliary/util/ |
u_caps.c | 203 UTIL_CHECK_SHADER(VERTEX, MAX_INSTRUCTIONS, 512), 204 UTIL_CHECK_SHADER(VERTEX, MAX_INPUTS, 16), 205 UTIL_CHECK_SHADER(VERTEX, MAX_TEMPS, 32), 206 UTIL_CHECK_SHADER(VERTEX, MAX_ADDRS, 2), 207 UTIL_CHECK_SHADER(VERTEX, MAX_CONSTS, 256),
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/external/mesa3d/src/gallium/drivers/nv50/ |
nv50_context.h | 112 struct nv50_vertex_stateobj *vertex; member in struct:nv50_context 125 uint32_t vbo_fifo; /* bitmask of vertex elements to be pushed to FIFO */ 126 uint32_t vbo_user; /* bitmask of vertex buffers pointing to user memory */ 128 uint32_t vb_elt_first; /* from pipe_draw_info, for vertex upload */ 130 uint32_t instance_off; /* base vertex for instanced arrays */
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/external/mesa3d/src/gallium/tests/graw/ |
fs-write-z.c | 17 struct vertex { struct 27 static struct vertex vertices[] = 85 ve[0].src_offset = Offset(struct vertex, position); 87 ve[1].src_offset = Offset(struct vertex, color); 94 vbuf.stride = sizeof(struct vertex);
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quad-tex.c | 17 struct vertex { struct 22 static struct vertex vertices[] = 48 ve[0].src_offset = Offset(struct vertex, position); 50 ve[1].src_offset = Offset(struct vertex, color); 57 vbuf.stride = sizeof( struct vertex );
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shader-leak.c | 35 struct vertex { struct 40 static struct vertex vertices[1] = 82 ve[0].src_offset = Offset(struct vertex, position); 84 ve[1].src_offset = Offset(struct vertex, color); 91 vbuf.stride = sizeof(struct vertex);
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tex-swizzle.c | 17 struct vertex { struct 22 static struct vertex vertices[] = 46 ve[0].src_offset = Offset(struct vertex, position); 48 ve[1].src_offset = Offset(struct vertex, color); 55 vbuf.stride = sizeof(struct vertex);
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/external/ceres-solver/internal/ceres/ |
single_linkage_clustering.cc | 51 // Initially each vertex is in its own cluster. 92 // Make sure that every vertex is connected directly to the vertex
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