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  /external/skia/src/gpu/
GrAAConvexPathRenderer.cpp 517 * two components of the vertex attribute. Coverage is based on signed
520 * vertex coord is > 0 then the pixel is considered outside the edge. This is used to
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  /frameworks/base/docs/html/ndk/guides/
stable_apis.jd 239 These rendering calls provide the ability to use the GLSL language to define and use vertex and
433 the ability to use the GLSL language to define and use vertex and fragment shaders.
472 the ability to use the GLSL language to define and use vertex and fragment shaders.
  /device/generic/goldfish/opengl/shared/OpenglCodecCommon/
GLClientState.h 258 ERR("unknown vertex-attrib parameter param %d\n", param);
  /external/deqp/doc/testspecs/GLES3/
functional.shaders.builtin_functions.precision.txt 30 random) input values in either the vertex or the fragment shader. The
  /external/deqp/modules/gles3/stress/
es3sOcclusionQueryTests.cpp 170 // Generate vertex data
  /external/deqp/scripts/opengl/
gen_str_util.py 701 # Vertex attribute queries
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticleTriMesh.java 187 // update data in vertex buffers
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Surface.java 233 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/
StripInfo.java 102 boolean bv0, bv1, bv2; //bools to indicate whether a vertex is in the faceVec or not
  /external/llvm/lib/Target/R600/
CaymanInstructions.td 95 // to store vertex addresses in any channel, not just X.
  /external/mesa3d/docs/
intro.html 318 <li>Vertex Arrays:
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pipe_validate.c 260 * to less work emitting vertices, smaller vertex buffers, etc.
draw_pt_fetch_shade_pipeline_llvm.c 87 /* Always leave room for the vertex header whether we need it or
  /external/mesa3d/src/gallium/drivers/i915/
i915_screen.c 351 return TRUE; /* PIPE_BIND_{VERTEX,INDEX}_BUFFER */
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_screen.c 233 * support vertex shader texture lookups when LLVM is enabled in
lp_setup_point.c 97 * \param slot the vertex attribute slot to setup
  /external/mesa3d/src/gallium/drivers/nv50/
nv50_state_validate.c 308 if (!ctx_to->vertex)
  /external/mesa3d/src/gallium/drivers/svga/
svga_draw.c 180 /* Unmap upload manager vertex buffers */
svga_state_rss.c 207 * flat-shading PV first vertex.
svga_swtnl_backend.c 138 /* we probably ran out of memory when allocating the vertex buffer */
  /external/mesa3d/src/gallium/state_trackers/vega/
renderer.c 146 * Set the model-view-projection matrix used by vertex shaders.
190 * Create a simple vertex shader that passes through position and the given
230 * Set renderer vertex shader.
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shader.c 392 * Set the transformation to map a vertex to the surface coordinates.
  /external/mesa3d/src/mesa/drivers/common/
driverfuncs.c 114 /* Vertex/fragment programs */
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_state_upload.c 42 * current fragment and vertex programs, and so cannot be a static
brw_vec4.h 294 /* Regs for vertex results. Generated at ir_variable visiting time

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