/external/mesa3d/src/mesa/drivers/dri/i965/ |
H A D | brw_vec4_gs_nir.cpp | 63 /* 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] +
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H A D | brw_ff_gs.h | 82 * 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 */
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H A D | brw_ff_gs_emit.c | 50 * 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 D | gen6_gs_visitor.cpp | 51 * 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 D | VertexRoutine.hpp | 28 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);
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/external/mesa3d/src/mesa/vbo/ |
H A D | vbo_exec_eval.c | 153 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 D | vbo_save_draw.c | 44 * 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 D | agg_vcgen_dash.cpp | 106 unsigned vcgen_dash::vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::vcgen_dash
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H A D | agg_vcgen_stroke.cpp | 91 unsigned vcgen_stroke::vertex(FX_FLOAT* x, FX_FLOAT* y) function in class:agg::vcgen_stroke
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/external/deqp/modules/gles2/functional/ |
H A D | es2fRandomShaderTests.cpp | 38 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 D | es3fRandomShaderTests.cpp | 39 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 D | i915_prim_emit.c | 42 * 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
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/external/mesa3d/src/gallium/tests/graw/ |
H A D | fs-fragcoord.c | 16 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);
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H A D | fs-frontface.c | 14 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);
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H A D | fs-write-z.c | 17 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);
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H A D | tri-large.c | 17 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 );
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H A D | tri.c | 14 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 );
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H A D | occlusion-query.c | 19 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");
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H A D | quad-tex.c | 17 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 );
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H A D | tex-srgb.c | 16 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),
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H A D | tex-swizzle.c | 17 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);
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/external/mesa3d/src/gallium/auxiliary/rbug/ |
H A D | rbug_context.h | 88 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,
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/external/mesa3d/src/mesa/swrast_setup/ |
H A D | ss_context.c | 40 /* 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 D | t_vb_lighttmp.h | 42 * 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 D | cpdf_meshstream.cpp | 225 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...] |