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Searched refs:shading (Results 1 – 25 of 70) sorted by relevance

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/external/deqp/framework/referencerenderer/
Ddesign.txt9 - 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/
DCMakeLists.txt17 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/
Dcxfa_gecolor.cpp14 CXFA_GEColor::CXFA_GEColor(CXFA_GEShading* shading) in CXFA_GEColor() argument
15 : m_type(Shading), m_pShading(shading) {} in CXFA_GEColor()
Dcxfa_gecolor.h21 explicit CXFA_GEColor(CXFA_GEShading* shading);
/external/angle/doc/
DES31StatusOnD3D11.md5 | 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/
Dcxfa_radial.cpp68 CXFA_GEShading shading(rtFill.Center(), rtFill.Center(), 0, endRadius, true, in Draw() local
72 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
Dcxfa_linear.cpp85 CXFA_GEShading shading(ptStart, ptEnd, false, false, crStart, crEnd); in Draw() local
88 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
/external/mesa3d/docs/
Dperf.rst6 #. 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
Dshading.rst69 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
Dcontents.rst36 shading
/external/mesa3d/docs/gallium/
Dpostprocess.rst7 cell shading.
32 - pp_celshade - set to 1 to enable cell shading (a more complex color
/external/mesa3d/docs/relnotes/
D7.0.4.rst24 - define #extension GL_ARB_texture_rectangle in shading language
47 - Added support for GL shading language in I965 driver
D10.0.3.rst46 sample shading + centroid broken since f5cfb4a
74 - i965: Use sample barycentric coordinates with per sample shading
76 shading
D19.2.7.rst71 - radv: fix enabling sample shading with SampleID/SamplePosition
D7.1.rst36 - Support for the GL shading language with i965 driver (implemented by
/external/skia/resources/sksl/folding/
DIntFoldingES3.sksl13 // Left-shifting a negative integer is undefined in C++, but allowed in GPU shading languages.
/external/angle/src/tests/deqp_support/
Ddeqp_gles3_rotate_test_expectations.txt9 // Flat shading:
/external/skia/site/docs/user/
Dsksl.md9 [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/
DGL-status.txt27 - Enhanced per-sample shading
/external/dagger2/java/dagger/producers/
DBUILD78 # TODO(bcorso): Look more into why auto/common shading isn't needed here.
/external/skia/site/docs/dev/design/conical/
D_index.md18 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/
Dindex.md16 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/
DChromeOS.md33 `PD_screen` and `PD_laser` are the light sensors (photodiodes), shading them or exposing to light s…
/external/deqp/external/vulkancts/modules/vulkan/
DCMakeLists.txt157 deqp-vk-fragment-shading-rate
/external/mesa3d/docs/gallium/cso/
Drasterizer.rst8 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

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