Searched refs:shading (Results 1 – 25 of 70) sorted by relevance
123
/external/deqp/framework/referencerenderer/ |
D | design.txt | 9 - must support vertex shading -> custom position transformations 10 - flat, noperspective shading 12 - faster shading? move packet loop inside shader 14 - can be extended for tessellation and geometry shading 62 + primitive list for rasterization / geometry shading
|
/external/deqp/external/vulkancts/modules/vulkan/fragment_shading_rate/ |
D | CMakeLists.txt | 17 add_library(deqp-vk-fragment-shading-rate STATIC ${DEQP_VK_FRAGMENT_SHADING_RATE_SRCS}) 18 target_link_libraries(deqp-vk-fragment-shading-rate ${DEQP_VK_FRAGMENT_SHADING_RATE_LIBS})
|
/external/pdfium/xfa/fxgraphics/ |
D | cxfa_gecolor.cpp | 14 CXFA_GEColor::CXFA_GEColor(CXFA_GEShading* shading) in CXFA_GEColor() argument 15 : m_type(Shading), m_pShading(shading) {} in CXFA_GEColor()
|
D | cxfa_gecolor.h | 21 explicit CXFA_GEColor(CXFA_GEShading* shading);
|
/external/angle/doc/ |
D | ES31StatusOnD3D11.md | 5 | Arrays of arrays (shading language only) | Fully implemented | None | 12 | Shader bitfield operations (shading language only) | Fully implemented | None | 13 | Shader layout binding (shading language only) | Fully implemented | None | 19 | Shader helper invocation (shading language only) | Hard to implement | The equivalen…
|
/external/pdfium/xfa/fxfa/parser/ |
D | cxfa_radial.cpp | 68 CXFA_GEShading shading(rtFill.Center(), rtFill.Center(), 0, endRadius, true, in Draw() local 72 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
|
D | cxfa_linear.cpp | 85 CXFA_GEShading shading(ptStart, ptEnd, false, false, crStart, crEnd); in Draw() local 88 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
|
/external/mesa3d/docs/ |
D | perf.rst | 6 #. Turn off smooth shading when you don't need it (glShadeModel) 20 depth buffering is GL_LESS, or disabled flat or smooth shading 25 buffering is GL_LESS or disabled flat shading dithered or
|
D | shading.rst | 69 The GLSL compiler currently supports version 3.30 of the shading 83 The following features of the shading language are not yet fully 92 All other major features of the shading language should function. 165 The source code for Mesa's shading language compiler is in the
|
D | contents.rst | 36 shading
|
/external/mesa3d/docs/gallium/ |
D | postprocess.rst | 7 cell shading. 32 - pp_celshade - set to 1 to enable cell shading (a more complex color
|
/external/mesa3d/docs/relnotes/ |
D | 7.0.4.rst | 24 - define #extension GL_ARB_texture_rectangle in shading language 47 - Added support for GL shading language in I965 driver
|
D | 10.0.3.rst | 46 sample shading + centroid broken since f5cfb4a 74 - i965: Use sample barycentric coordinates with per sample shading 76 shading
|
D | 19.2.7.rst | 71 - radv: fix enabling sample shading with SampleID/SamplePosition
|
D | 7.1.rst | 36 - Support for the GL shading language with i965 driver (implemented by
|
/external/skia/resources/sksl/folding/ |
D | IntFoldingES3.sksl | 13 // Left-shifting a negative integer is undefined in C++, but allowed in GPU shading languages.
|
/external/angle/src/tests/deqp_support/ |
D | deqp_gles3_rotate_test_expectations.txt | 9 // Flat shading:
|
/external/skia/site/docs/user/ |
D | sksl.md | 9 [shading language](https://en.wikipedia.org/wiki/Shading_language). 16 because of one basic fact: **With GPU shading languages, you are programming a
|
/external/virglrenderer/docs/ |
D | GL-status.txt | 27 - Enhanced per-sample shading
|
/external/dagger2/java/dagger/producers/ |
D | BUILD | 78 # TODO(bcorso): Look more into why auto/common shading isn't needed here.
|
/external/skia/site/docs/dev/design/conical/ |
D | _index.md | 18 We present a fast shading algorithm (compared to bruteforcely solving the 168 can be precomputed before the shading stage. The two if decisions 170 the shading area that never violates those conditions. 172 The number of operations per shading is thus: 180 In comparison, for $r_1 \neq 1$ case, our current raster pipeline shading
|
/external/skqp/site/dev/design/conical/ |
D | index.md | 16 We present a fast shading algorithm (compared to bruteforcely solving the quadratic equation of 142 before the shading stage. The two if decisions $\hat x^2 - \hat y^2 < 0$ and $\hat x^t < 0$ can 143 also be omitted by precomputing the shading area that never violates those conditions. 145 The number of operations per shading is thus: 153 In comparison, for $r_1 \neq 1$ case, our current raster pipeline shading algorithm (which shall
|
/external/walt/docs/ |
D | ChromeOS.md | 33 `PD_screen` and `PD_laser` are the light sensors (photodiodes), shading them or exposing to light s…
|
/external/deqp/external/vulkancts/modules/vulkan/ |
D | CMakeLists.txt | 157 deqp-vk-fragment-shading-rate
|
/external/mesa3d/docs/gallium/cso/ |
D | rasterizer.rst | 8 multisample state, scissoring and flat/smooth shading. 53 The actual interpolated shading algorithm is obviously 62 :ref:`Draw` can implement flat shading by copying the provoking vertex
|
123