Searched defs:vertex (Results 1 - 25 of 74) sorted by relevance

123

/external/mesa3d/src/mesa/drivers/dri/i965/
H A Dbrw_vec4_gs_nir.cpp63 /* The EmitNoIndirectInput flag guarantees our vertex index will
66 nir_const_value *vertex = nir_src_as_const_value(instr->src[0]); local
70 src = src_reg(ATTR, BRW_VARYING_SLOT_COUNT * vertex->u32[0] +
88 src = src_reg(ATTR, BRW_VARYING_SLOT_COUNT * vertex->u32[0] +
H A Dbrw_ff_gs.h82 * Register holding streamed vertex buffer pointers -- see the Sandy
88 struct brw_reg vertex[MAX_GS_VERTS]; member in struct:brw_ff_gs_compile::__anon15860
99 /* Number of registers used to store vertex data */
H A Dbrw_ff_gs_emit.c50 * 1 needs to be set aside to hold the streamed vertex buffer indices.
64 /* Streamed vertex buffer indices */
71 c->reg.vertex[j] = brw_vec4_grf(i, 0);
113 * need to be able to update on a per-vertex basis.
143 * for each vertex.
155 * Emit a vertex using the URB_WRITE message. Use the contents of
157 * for the vertex data.
159 * If \c last is true, then this is the last vertex, so no further URB space
180 /* Copy the vertex from vertn into m1..mN+1:
184 /* Send the vertex dat
349 unsigned vertex, binding; local
[all...]
H A Dgen6_gs_visitor.cpp51 * vertex in vertex_output during operation. Then, when we have processed
52 * the last vertex (that is, at thread end time), we send the FF_SYNC
53 * message to allocate the initial VUE handle and write all buffered vertex
56 * For each emitted vertex, vertex_output will hold vue_map.num_slots
59 * which come right after the data items for that vertex. Vertex data and
60 * flags for the next vertex come right after the data items and flags for
61 * the previous vertex.
84 /* This will be used to know when we are processing the first vertex of
86 * that we are processing the first vertex in the primitive and to zero
142 this->current_annotation = "gen6 emit vertex";
641 xfb_program(unsigned vertex, unsigned num_verts) argument
728 get_vertex_output_offset_for_varying(int vertex, int varying) argument
[all...]
/external/swiftshader/src/Shader/
H A DVertexRoutine.hpp28 VertexRoutinePrototype() : vertex(Arg<0>()), batch(Arg<1>()), task(Arg<2>()), data(Arg<3>()) {}
32 Pointer<Byte> vertex; member in class:sw::VertexRoutinePrototype
66 void writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cacheLine);
67 void transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive);
/external/mesa3d/src/mesa/vbo/
H A Dvbo_exec_eval.c153 GLfloat vertex[4]; local
155 ASSIGN_4V(vertex, 0, 0, 0, 1);
157 _math_horner_bezier_curve(map->Points, vertex, uu,
162 CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));
164 CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));
203 GLfloat vertex[4]; local
205 ASSIGN_4V(vertex, 0, 0, 0, 1);
211 _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv,
216 du[0] = du[0]*vertex[3] - du[3]*vertex[
[all...]
H A Dvbo_save_draw.c44 * last vertex to the saved state
51 fi_type vertex[VBO_ATTRIB_MAX * 4]; local
63 data = vertex;
75 data += node->attrsz[0]; /* skip vertex position */
130 * Treat the vertex storage as a VBO, define vertex arrays pointing
260 /* The vertex store is currently mapped but we're about to replay
263 * We never want to have mapped vertex buffers when we're drawing.
264 * Unmap the vertex store, execute the list, then remap the vertex
[all...]
/external/pdfium/third_party/agg23/
H A Dagg_vcgen_dash.cpp106 unsigned vcgen_dash::vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::vcgen_dash
H A Dagg_vcgen_stroke.cpp91 unsigned vcgen_stroke::vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::vcgen_stroke
/external/deqp/modules/gles2/functional/
H A Des2fRandomShaderTests.cpp38 gls::RandomShaderCase* createRandomShaderCase (Context& context, const char* description, const rsg::ProgramParameters& baseParams, deUint32 seed, bool vertex, bool fragment) argument
43 params.vertexParameters.randomize = vertex;
61 tcu::TestCaseGroup* vertexGroup = new tcu::TestCaseGroup(m_testCtx, "vertex", "Vertex-only tests");
72 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
74 combinedGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex and fragment shaders", params, seed, true, true));
92 tcu::TestCaseGroup* vertexGroup = new tcu::TestCaseGroup(m_testCtx, "vertex", "Vertex-only tests");
103 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
105 combinedGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex and fragment shaders", params, seed, true, true));
124 tcu::TestCaseGroup* vertexGroup = new tcu::TestCaseGroup(m_testCtx, "vertex", "Vertex-only tests");
132 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shade
[all...]
/external/deqp/modules/gles3/functional/
H A Des3fRandomShaderTests.cpp39 gls::RandomShaderCase* createRandomShaderCase (Context& context, const char* description, const rsg::ProgramParameters& baseParams, deUint32 seed, bool vertex, bool fragment) argument
45 params.vertexParameters.randomize = vertex;
63 tcu::TestCaseGroup* vertexGroup = new tcu::TestCaseGroup(m_testCtx, "vertex", "Vertex-only tests");
74 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
76 combinedGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex and fragment shaders", params, seed, true, true));
94 tcu::TestCaseGroup* vertexGroup = new tcu::TestCaseGroup(m_testCtx, "vertex", "Vertex-only tests");
105 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
107 combinedGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex and fragment shaders", params, seed, true, true));
126 tcu::TestCaseGroup* vertexGroup = new tcu::TestCaseGroup(m_testCtx, "vertex", "Vertex-only tests");
134 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shade
[all...]
/external/mesa3d/src/gallium/drivers/i915/
H A Di915_prim_emit.c42 * Primitive emit to hardware. No support for vertex buffers or any
70 const struct vertex_header *vertex)
80 const float *attrib = vertex->data[j];
69 emit_hw_vertex( struct i915_context *i915, const struct vertex_header *vertex) argument
/external/mesa3d/src/gallium/tests/graw/
H A Dfs-fragcoord.c16 struct vertex { struct
21 /* Note: the upper-left vertex is pushed to the left a bit to
24 static struct vertex vertices[] =
59 ve[0].src_offset = Offset(struct vertex, position);
61 ve[1].src_offset = Offset(struct vertex, color);
69 vbuf.stride = sizeof(struct vertex);
H A Dfs-frontface.c14 struct vertex { struct
23 static struct vertex vertices[] =
81 ve[0].src_offset = Offset(struct vertex, position);
83 ve[1].src_offset = Offset(struct vertex, color);
91 vbuf.stride = sizeof(struct vertex);
H A Dfs-write-z.c17 struct vertex { struct
27 static struct vertex vertices[] =
85 ve[0].src_offset = Offset(struct vertex, position);
87 ve[1].src_offset = Offset(struct vertex, color);
95 vbuf.stride = sizeof(struct vertex);
H A Dtri-large.c17 struct vertex { struct
25 static struct vertex vertices[3] =
50 ve[0].src_offset = Offset(struct vertex, position);
52 ve[1].src_offset = Offset(struct vertex, color);
60 vbuf.stride = sizeof( struct vertex );
H A Dtri.c14 struct vertex { struct
22 static struct vertex vertices[3] =
47 ve[0].src_offset = Offset(struct vertex, position);
49 ve[1].src_offset = Offset(struct vertex, color);
57 vbuf.stride = sizeof( struct vertex );
H A Docclusion-query.c19 struct vertex { struct
27 static struct vertex obj1_vertices[4] =
50 static struct vertex obj2_vertices[4] =
78 set_vertices(struct vertex *vertices, unsigned bytes)
86 ve[0].src_offset = Offset(struct vertex, position);
88 ve[1].src_offset = Offset(struct vertex, color);
95 vbuf.stride = sizeof(struct vertex);
123 debug_printf("Failed to parse vertex shader\n");
H A Dquad-tex.c17 struct vertex { struct
22 static struct vertex vertices[] =
48 ve[0].src_offset = Offset(struct vertex, position);
50 ve[1].src_offset = Offset(struct vertex, color);
58 vbuf.stride = sizeof( struct vertex );
H A Dtex-srgb.c16 struct vertex { struct
21 static struct vertex vertices1[] =
37 static struct vertex vertices2[] =
56 set_vertices(struct vertex *verts, unsigned num_verts)
64 ve[0].src_offset = Offset(struct vertex, position);
66 ve[1].src_offset = Offset(struct vertex, color);
74 vbuf.stride = sizeof(struct vertex);
79 num_verts * sizeof(struct vertex),
H A Dtex-swizzle.c17 struct vertex { struct
22 static struct vertex vertices[] =
46 ve[0].src_offset = Offset(struct vertex, position);
48 ve[1].src_offset = Offset(struct vertex, color);
56 vbuf.stride = sizeof(struct vertex);
/external/mesa3d/src/gallium/auxiliary/rbug/
H A Drbug_context.h88 rbug_shader_t vertex; member in struct:rbug_proto_context_draw_rule
113 rbug_shader_t vertex; member in struct:rbug_proto_context_info_reply
155 rbug_shader_t vertex,
174 rbug_shader_t vertex,
/external/mesa3d/src/mesa/swrast_setup/
H A Dss_context.c40 /* Need to check lighting state and vertex program state to know
179 * Prepare to render a vertex buffer.
213 * It's called when we finish rendering a vertex buffer.
263 * Populate a swrast SWvertex from an attrib-style vertex.
266 _swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest ) argument
273 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
282 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
286 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
289 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
294 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR
[all...]
/external/mesa3d/src/mesa/tnl/
H A Dt_vb_lighttmp.h42 * VB is the vertex buffer
44 * input is the vector of eye or object-space vertex coordinates
57 const GLfloat *vertex = (GLfloat *)input->data; local
88 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
118 GLfloat VP[3]; /* unit vector from vertex to light */
129 GLfloat d; /* distance from vertex to light */
131 SUB_3V(VP, light->_Position, vertex);
191 COPY_3V(v, vertex);
243 const GLfloat *vertex = (GLfloat *) input->data; local
269 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstrid
[all...]
/external/pdfium/core/fpdfapi/page/
H A Dcpdf_meshstream.cpp225 CPDF_MeshVertex* vertex,
233 vertex->position = pObject2Bitmap.Transform(ReadCoords());
237 std::tie(vertex->r, vertex->g, vertex->b) = ReadColor();
244 CPDF_MeshVertex* vertex) {
249 vertex[i].position = pObject2Bitmap.Transform(ReadCoords());
253 std::tie(vertex[i].r, vertex[i].g, vertex[
224 ReadVertex(const CFX_Matrix& pObject2Bitmap, CPDF_MeshVertex* vertex, uint32_t* flag) argument
242 ReadVertexRow(const CFX_Matrix& pObject2Bitmap, int count, CPDF_MeshVertex* vertex) argument
[all...]

Completed in 427 milliseconds

123