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  /external/mesa3d/src/mesa/drivers/dri/i965/
gen7_sol_state.c 84 /* Offset the starting offset by the current vertex index into the
217 /* We always read the whole vertex. This could be reduced at some
  /external/mesa3d/src/mesa/main/
dd.h 73 * Vertex transformation/clipping/lighting is patched into the T&L module.
385 * \name Vertex/fragment program functions
388 /** Bind a vertex/fragment program */
538 * \name Vertex/pixel buffer object functions
636 * \name Vertex Array objects
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transformfeedback.c 26 * Vertex transform feedback support.
429 * Specify a buffer object to receive vertex shader results. Plus,
473 * Specify a buffer object to receive vertex shader results.
508 * Specify a buffer object to receive vertex shader results, plus the
569 * This function specifies the vertex shader outputs to be written
668 * Get info about the vertex shader's outputs which are to be written
api_arrayelt.c 27 * It involves looking at the format/type of all the enabled vertex arrays
28 * and emitting a list of pointers to functions which set the per-vertex
    [all...]
ff_fragment_shader.cpp 66 * Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS
329 /* Somebody's messing with the vertex program and we don't have
340 /* Fixed function vertex logic */
345 * vertex program:
352 * vertex program:
383 /* Choose GLSL vertex shader over ARB vertex program. Need this
384 * since vertex shader state validation comes after fragment state
395 * vertex program:
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arbprogram.c 47 * Mixing ARB and NV vertex/fragment programs can be tricky.
249 * Determine if id names a vertex or fragment program.
360 * ARB and NV vertex programs. If the target is a vertex program, parse it
721 /* Queries supported for both vertex and fragment programs */
  /external/mesa3d/src/mesa/state_tracker/
st_cb_feedback.c 98 * When we compute vertex layout, save info about position of the
297 /* need to generate/use a vertex program that emits pos/color/tex */
st_cb_drawpixels.c 292 * Create a simple vertex shader that just passes through the
293 * vertex position and texcoord (and optionally, color).
305 /* MOV result.pos, vertex.pos; */
310 /* MOV result.texcoord0, vertex.attr[1]; */
316 /* MOV result.color0, vertex.attr[2]; */
581 /* setup vertex data */
738 /* vertex shader state: position + texcoord pass-through */
787 * vertex shader and viewport transformation.
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  /external/mesa3d/src/mesa/swrast_setup/
ss_tritmp.h 30 * This is where we handle assigning vertex colors based on front/back
180 * Restore original vertex colors, etc.
  /external/mesa3d/src/mesa/tnl/
t_vb_fog.c 88 * Compute per-vertex fog blend factors from fog coordinates by
157 /* Fog is computed from vertex or fragment Z values */
  /external/mesa3d/src/mesa/vbo/
vbo_split_inplace.c 40 * too large indexed vertex buffers: In general you need to copy to do
215 * vertex primitive for rendering...
  /external/skia/tests/
TessellatingPathRendererTests.cpp 35 // Intersections which fall exactly on the current vertex, and require
64 // falls above the current vertex.
  /frameworks/base/rs/java/android/renderscript/
ProgramVertexFixedFunction.java 24 * simple way to create a fixed function emulation vertex shader
117 * Creates a builder for fixed function vertex program
  /external/deqp/android/cts/master/src/
gles3-hw-issues.txt     [all...]
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_setup.c 54 * when some elements are unused. Later, can pack vertex data more
334 /* Load the vertex data
411 * We basically multiply the vertex value by 1/w before computing
447 * Applys cylindrical wrapping to vertex attributes if enabled.
706 /* Currently always deal with full 4-wide vertex attributes from
893 * Update fragment/vertex shader linkage state. This is called just
  /external/mesa3d/src/mesa/drivers/dri/i915/
i830_vtbl.c 94 * build up a hardware vertex.
175 /* Only need to change the vertex emit code if there has been a
176 * statechange to a new hardware vertex format:
236 /* Pull apart the vertex format registers and figure out how large a
237 * vertex is supposed to be.
294 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
  /external/opencv/cv/src/
cvcontourtree.cpp 247 /* form next vertex */
275 /* form next vertex */
332 /* go to next vertex */
694 _CvTrianAttr *tree_one = 0, tree_root; /* current vertex */
765 /* go to left sub tree for the vertex and save pointer to the right vertex */
  /external/opencv/cxcore/include/
cxtypes.h     [all...]
  /frameworks/base/libs/hwui/
DisplayListOp.h 235 // NOTE: requires at least 1 vertex, and doesn't account for stroke size (should be handled in
656 TextureVertex* vertex = &vertices[0]; variable
674 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, top);
675 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
676 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
678 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
679 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
680 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom);
839 TextureVertex* vertex = &vertices[0]; variable
863 TextureVertex::set(vertex++
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  /external/deqp/modules/gles3/functional/
es3fVertexArrayObjectTests.cpp 21 * \brief Vertex array object tests
245 m_log << tcu::TestLog::Message << "Program used with Vertex Array Object" << tcu::TestLog::EndMessage;
248 m_log << tcu::TestLog::Message << "Program used with Vertex Array State" << tcu::TestLog::EndMessage;
644 logVertexArrayState(m_log, m_spec.vao, "Vertex Array Object State");
645 logVertexArrayState(m_log, m_spec.state, "OpenGL Vertex Array State");
649 isOk = tcu::pixelThresholdCompare (m_log, "Results", "Comparison result from rendering with Vertex Array State", stateReference, stateResult, tcu::RGBA(0,0,0,0), tcu::COMPARE_LOG_RESULT);
650 isOk = isOk && tcu::pixelThresholdCompare (m_log, "Results", "Comparison result from rendering with Vertex Array Object", vaoReference, vaoResult, tcu::RGBA(0,0,0,0), tcu::COMPARE_LOG_RESULT);
821 m_log << tcu::TestLog::Message << "Program used with Vertex Array Object" << tcu::TestLog::EndMessage;
824 m_log << tcu::TestLog::Message << "Program used with Vertex Array State" << tcu::TestLog::EndMessage;
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
VertexBuffer.java 46 * is sent as an attribute to the vertex shader to be processed.
64 * Position of the vertex (3 floats)
101 * Specifies the source data for various vertex buffers
120 * Initial vertex position, used with animation.
129 * Initial vertex normals, used with animation.
189 * Initial vertex tangents, used with animation.
200 * is used. This can determine if a vertex buffer is placed in VRAM
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  /frameworks/base/docs/html/guide/topics/graphics/
opengl.jd 336 to the vertex shaders of your graphics objects. With this matrix member added, you can then
340 <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
341 and include it as a multiplier of the shader's position. In the following example vertex shader
349 // the coordinates of objects that use this vertex shader.
362 member in the vertex shader into which you apply a combined projection matrix and camera view
364 matrix and camera viewing matrix members in your vertex shaders so you can change them
367 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
373 variable defined in the vertex shader above.
409 camera view transformations, multiply the matrices together and then set them into the vertex
    [all...]
  /external/mesa3d/docs/
conform.html 120 Vertex Order test passed.
233 Vertex Order test passed.
346 Vertex Order test passed.
459 Vertex Order test passed.
572 Vertex Order test passed.
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.cpp 68 struct vertex struct
73 vertex(float x, float y, float z, float nx, float ny, float nz) function in struct:vertex
84 #define VERT(x, y, z) vertices.push_back(vertex((x), (y), (z), (nx), (ny), (nz)))
105 std::vector<vertex> vertices;
498 //fprintf(stderr, "-v\t\tuse per-vertex diffuse-only lighting (classic glxgears look)\n");
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_swtcl.c 112 * build up a hardware vertex.
266 * Set vertex state for SW TCL. The primary purpose of this function is to
288 /* HW perspective divide is a win, but tiny vertex formats are a
341 * Render unclipped vertex buffers by emitting vertices directly to
499 #define VERTEX radeonVertex

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