Lines Matching defs:triangle
408 // gen triangle (v0) -> mid1 -> mid2
615 // Clip triangle and form a convex n-gon ( n c {3, 4} )
950 // degenerate triangle, it won't generate any fragments anyway. Return value doesn't matter
964 static float findPrimitiveMaximumDepthSlope (const pa::Triangle& triangle)
966 const float d1 = findTriangleVertexDepthSlope(triangle.v0->position, triangle.v1->position, triangle.v2->position);
967 const float d2 = findTriangleVertexDepthSlope(triangle.v1->position, triangle.v2->position, triangle.v0->position);
968 const float d3 = findTriangleVertexDepthSlope(triangle.v2->position, triangle.v0->position, triangle.v1->position);
992 static float findPrimitiveMinimumResolvableDifference (const pa::Triangle& triangle, const rr::MultisampleConstPixelBufferAccess& depthAccess)
994 const float maxZvalue = de::max(de::max(triangle.v0->position.z(), triangle.v1->position.z()), triangle.v2->position.z());
1101 const pa::Triangle& triangle,
1111 rasterizer.init(triangle.v0->position, triangle.v1->position, triangle.v2->position);
1120 FragmentShadingContext shadingContext(triangle.v0->outputs, triangle.v1->outputs, triangle.v2->outputs, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, triangle.v2->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
1125 const float maximumDepthSlope = findPrimitiveMaximumDepthSlope(triangle);
1126 const float minimumResolvableDifference = findPrimitiveMinimumResolvableDifference(triangle, renderTarget.depthBuffer);