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Searched defs:vertex_data (Results 1 – 8 of 8) sorted by relevance

/external/mesa3d/src/gallium/auxiliary/draw/
Ddraw_pt_emit.c139 const float (*vertex_data)[4] = (const float (*)[4])vert_info->verts->data; in draw_pt_emit() local
211 const float (*vertex_data)[4] = (const float (*)[4])vert_info->verts->data; in draw_pt_emit_linear() local
/external/deqp/external/openglcts/modules/gl/
Dgl4cPipelineStatisticsQueryTests.cpp2991 const float vertex_data[] = { -0.1f, 0.2f, 0.3f, 0.1f, 0.2f, -0.7f, 0.5f, -0.5f, in executeTest() local
3552 …const float vertex_data[] = { -0.1f, 0.2f, 0.3f, 0.1f, 0.2f, -0.7f, 0.5f, -0.5f, 0.0f, 0.0f, … in executeTest() local
3728 const float vertex_data[] = { in executeTest() local
3872 const float vertex_data[] = { in executeTest() local
4107 const float vertex_data[] = { 0.0f, 0.75f, -0.75f, -0.75f, 0.75f, -0.75f, 0.3f, 0.7f, in executeTest() local
Dgl4cShadingLanguage420PackTests.cpp1827 Utils::shaderSource vertex_data; in testDrawArray() local
2155 Utils::shaderSource vertex_data; in testDrawArray() local
2313 Utils::shaderSource vertex_data; in testDrawArray() local
/external/deqp/external/openglcts/modules/glesext/tessellation_shader/
DesextcTessellationShaderInvariance.cpp1442 const glw::GLfloat* vertex_data = data_float + 3 /* components */ * n_vertex; in verifyResultDataForIteration() local
1744 bool TessellationShaderInvarianceRule4Test::isVertexDefined(const float* vertex_data, unsigned int … in isVertexDefined()
1788 const glw::GLfloat* vertex_data = data_float + 3 /* components */ * n_vertex; in verifyResultDataForIteration() local
2106 bool TessellationShaderInvarianceRule5Test::isVertexDefined(const float* vertex_data, unsigned int … in isVertexDefined()
2812 const float* vertex_data, in isTriangleDefinedInVertexDataSet()
DesextcTessellationShaderQuads.cpp367 const float* vertex_data = raw_data + n_vertex * 3 /* components */; in getUniqueTessCoordinatesFromVertexDataSet() local
DesextcTessellationShaderUtils.cpp1381 …ellationShaderUtils::isTriangleDefined(const float* triangle_vertex_data, const float* vertex_data) in isTriangleDefined()
DesextcTessellationShaderVertexSpacing.cpp235 const float* vertex_data = (const float*)(&run.data[0]) + 3 /* components */ * n_vertex; in getEdgesForQuadsTessellation() local
DesextcTessellationShaderTessellation.cpp2083 …const float* vertex_data = (const float*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* off… in iterate() local