/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
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/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 [all...] |
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
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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: [all...] |
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 */
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/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 */
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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. [all...] |
/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.
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/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 */
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/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...
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/external/skia/tests/ |
TessellatingPathRendererTests.cpp | 35 // Intersections which fall exactly on the current vertex, and require 64 // falls above the current vertex.
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/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
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/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
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/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);
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/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 */
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/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++ [all...] |
/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; [all...] |
/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 [all...] |
/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.
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/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");
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/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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