/external/mesa3d/docs/ |
versions.html | 187 <li>Faster vertex transformation 279 <li>vertex array extension 461 <li>faster vertex transformation, clip testing, lighting 559 <li>added Intel X86 assembly language vertex transformation code 686 <li>interleaved vertex array texture coordinates were broken 720 <li>newly optimized vertex transformation code 818 <li>several vertex array bug fixes [all...] |
thanks.html | 27 order to optimize Mesa's vertex transformation module. This is a very 74 accelerates vertex transformation in Mesa 3.1. Holger also implemented 85 accelerates vertex transformation in Mesa 3.x.
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/cts/suite/cts/deviceTests/opengl/jni/primitive/fullpipeline/ |
FullPipelineRenderer.cpp | 62 " // Transform the vertex into eye space.\n" 82 " // Get a lighting direction vector from the light to the vertex.\n" 84 " // Calculate the dot product of the light vector and vertex normal.\n"
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/external/ceres-solver/internal/ceres/ |
canonical_views_clustering_test.cc | 52 // Vertex weights: 0 2 2 0 119 // Increases view score weight so vertex 2 will be chosen. 133 // Increases similarity penalty so vertex 2 won't be chosen despite
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/external/deqp/data/gles31/shaders/ |
uniform_location.test | 46 vertex "" 118 vertex "" 206 vertex ""
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/external/deqp/doc/testspecs/GLES2/ |
functional.vertex_arrays.single_attribute.txt | 19 Single vertex attribute vertex array tests 44 quad. Third and fourth component are same for each vertex in quad.
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stress.long.txt | 33 - Client-memory data for vertex indices and attributes 64 the textures described above. The buffers that may be used are vertex index 81 - Vertex and fragment shader sources
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/external/deqp/doc/testspecs/GLES3/ |
functional.ubo.txt | 46 + Sharing uniform blocks between vertex and fragment shaders 57 subsets are computed: uniforms accessed from vertex shader and uniforms accessed 64 otherwise. Vertex shader result controls green channel: output is 1 if values were
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functional.vertex_arrays.single_attribute.txt | 19 Single vertex attribute vertex array tests 47 quad. Third and fourth component are same for each vertex in quad.
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/external/deqp/doc/testspecs/GLES31/ |
functional.program_interface_query.txt | 92 program configurations such as compute program, vertex-fragment program, 98 separate tests for a complete vertex-fragment program and for separable 99 program containing only a vertex shader. Test query properties of
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functional.separate_shader.txt | 60 returns the correct programs for vertex and shader stages. 81 In the "interface.*" test cases there is a varying between the vertex and 82 fragment shaders. The declarations of the vertex output and fragment input
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functional.uniform_location.txt | 30 + Linkage with locations defined in the vertex shader, fragment shader, both or neither 56 types. Tests are done in both vertex and fragment shaders but with trivial 66 randomly split between the vertex and fragment shaders on a per-uniform basis.
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/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_pt.h | 87 * - fetch, vertex shade, cliptest, prim-pipeline 156 * HW vertex emit: 192 * API vertex fetch:
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/external/mesa3d/src/gallium/docs/ |
d3d11ddi.txt | 46 Input layout: vertex elements 74 + Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shader for them 172 ! D3D11 allows sparse vertex elements (via InputRegister); in Gallium they must be specified sequentially 204 + Gallium, like OpenGL, supports provoking vertex convention 331 - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset 336 * may want to split into fragment/vertex-specific versions 370 # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/PDF/whitepaper/322931.pdf) 372 - Gallium does not support vertex pipeline bypass anymore 402 * D3D separates vertex/index buffers from constant buffers 438 # used to do vertex processing on the GPU on Intel G45 chipsets when it is faster this way (see www.intel.com/Assets/P (…) [all...] |
/external/mesa3d/src/gallium/docs/source/ |
pipeline.txt | 13 vertex ID } 17 | Vertex shader | 32 | (consume vertex ID) |
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/external/mesa3d/src/gallium/drivers/i915/ |
i915_prim_emit.c | 42 * Primitive emit to hardware. No support for vertex buffers or any 70 const struct vertex_header *vertex) 80 const float *attrib = vertex->data[j];
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i915_state_derived.c | 54 * Determine the hardware vertex layout. 55 * Depends on vertex/fragment shader state. 70 /* Determine which fragment program inputs are needed. Setup HW vertex
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/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_derived.c | 42 * The vertex info describes how to convert the post-transformed vertices 46 * This function validates the vertex layout. 64 * combination of fragment shader, vertex shader ids.
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/external/mesa3d/src/gallium/drivers/r300/ |
r300_debug.c | 32 { "vp", DBG_VP, "Log vertex program compilation" }, 33 { "pstat", DBG_P_STAT, "Log vertex/fragment program stats" }, 37 { "psc", DBG_PSC, "Log vertex stream registers" },
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/external/mesa3d/src/gallium/drivers/svga/ |
svga_state_need_swtnl.c | 40 * Given a gallium vertex element format, return the corresponding SVGA3D 82 /* No vertex elements bound. */ 214 * the wrong buffers and vertex formats. Try trivial/line-wide.
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svga_state_vdecl.c | 65 * important, since we compensate for it when we calculate the vertex 66 * buffer offset below. The important thing is that all vertex buffer 149 "hw vertex decl state (hwtnl version)",
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/external/mesa3d/src/glx/ |
vertarr.c | 39 * \name Vertex array pointer bridge functions 114 * of vertex data that can appear in an interleaved array. 138 /* texture color normal vertex */
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_clip_tri.c | 73 c->reg.vertex[j] = brw_vec4_grf(i, 0); 84 brw_MOV(&c->func, byte_offset(c->reg.vertex[j], delta), brw_imm_f(0)); 155 brw_MOV(p, get_element(c->reg.inlist, 0), brw_address(c->reg.vertex[1]) ); 156 brw_MOV(p, get_element(c->reg.inlist, 1), brw_address(c->reg.vertex[0]) ); 162 brw_MOV(p, get_element(c->reg.inlist, 0), brw_address(c->reg.vertex[0]) ); 163 brw_MOV(p, get_element(c->reg.inlist, 1), brw_address(c->reg.vertex[1]) ); 169 brw_MOV(p, get_element(c->reg.inlist, 2), brw_address(c->reg.vertex[2]) ); 238 brw_MOV(p, get_addr_reg(vtxPrev), brw_address(c->reg.vertex[2]) ); 243 brw_MOV(p, get_addr_reg(freelist_ptr), brw_address(c->reg.vertex[3]) ); 490 brw_MOV(p, get_addr_reg(vt0), brw_address(c->reg.vertex[0])) [all...] |
/external/mesa3d/src/mesa/program/ |
program.h | 27 * Vertex and fragment program support functions. 33 * \mainpage Mesa vertex and fragment program module 35 * This module or directory contains most of the code for vertex and
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/external/mesa3d/src/mesa/state_tracker/ |
st_cb_program.c | 52 * Called via ctx->Driver.BindProgram() to bind an ARB vertex or 76 * (vertex shader + fragment shader). 90 * Called via ctx->Driver.NewProgram() to allocate a new vertex or
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