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    Searched refs:verticesPerPrimitive (Results 1 - 9 of 9) sorted by null

  /external/swiftshader/src/OpenGL/libGLESv2/
IndexDataManager.cpp 99 GLsizei verticesPerPrimitive = (mode == GL_TRIANGLES) ? 3 : ((mode == GL_LINES) ? 2 : 1);
103 size_t numBytes = (numIndices / verticesPerPrimitive) * verticesPerPrimitive * bytesPerIndex;
utilities.cpp     [all...]
utilities.h 103 bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, GLenum elementType, sw::DrawType &swPrimitiveType, int &primitiveCount, int &verticesPerPrimitive);
Context.cpp     [all...]
  /external/swiftshader/src/Renderer/
VertexProcessor.hpp 79 unsigned char verticesPerPrimitive : 2; // 1 (points), 2 (lines) or 3 (triangles)
VertexProcessor.cpp 969 // Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback,
972 state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST);
  /external/swiftshader/tests/fuzzers/
VertexRoutineFuzzer.cpp 147 state.verticesPerPrimitive = 1 + ((data[0] & 0x20) != 0) + ((data[0] & 0x40) != 0);
  /external/deqp/modules/gles3/functional/
es3fOcclusionQueryTests.cpp 119 static void generateVertices (std::vector<float>& dst, float width, float height, int primitiveCount, int verticesPerPrimitive, de::Random rnd, float primitiveSize, float minZ, float maxZ)
125 int vertexCount = verticesPerPrimitive * primitiveCount;
133 for (int j = 0; j < verticesPerPrimitive; j++) // Second loop gets 3 random points within given distance s from (rndX, rndY)
  /external/swiftshader/src/Shader/
VertexRoutine.cpp 757 If(indexInPrimitive < state.verticesPerPrimitive)
759 UInt tOffset = primitiveNumber * state.verticesPerPrimitive + indexInPrimitive;

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