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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;
Completed in 698 milliseconds