/external/vulkan-validation-layers/libs/glm/detail/ |
D | dummy.cpp | 41 glm::vec4 diffuse; // Dcm member 49 glm::vec4 diffuse; // Dcli
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/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/ |
D | d3d11gears.hlsl | 32 float4 diffuse; 72 return diffuse * diffuse_c + specular * specular_c;
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D | d3d11gears.cpp | 60 float4 diffuse; member 291 cbd.diffuse = gears[i].color; in draw_one()
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/external/mesa3d/src/gallium/drivers/svga/svgadump/ |
D | svga_dump.c | 400 _debug_printf("\t\t.material.diffuse[0] = %f\n", (*cmd).material.diffuse[0]); in dump_SVGA3dCmdSetMaterial() 401 _debug_printf("\t\t.material.diffuse[1] = %f\n", (*cmd).material.diffuse[1]); in dump_SVGA3dCmdSetMaterial() 402 _debug_printf("\t\t.material.diffuse[2] = %f\n", (*cmd).material.diffuse[2]); in dump_SVGA3dCmdSetMaterial() 403 _debug_printf("\t\t.material.diffuse[3] = %f\n", (*cmd).material.diffuse[3]); in dump_SVGA3dCmdSetMaterial() 448 _debug_printf("\t\t.data.diffuse[0] = %f\n", (*cmd).data.diffuse[0]); in dump_SVGA3dCmdSetLightData() 449 _debug_printf("\t\t.data.diffuse[1] = %f\n", (*cmd).data.diffuse[1]); in dump_SVGA3dCmdSetLightData() 450 _debug_printf("\t\t.data.diffuse[2] = %f\n", (*cmd).data.diffuse[2]); in dump_SVGA3dCmdSetLightData() 451 _debug_printf("\t\t.data.diffuse[3] = %f\n", (*cmd).data.diffuse[3]); in dump_SVGA3dCmdSetLightData()
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/external/skia/src/core/ |
D | SkLightingShader.cpp | 344 SkPMColor diffuse[BUFFER_MAX]; in shadeSpan() local 355 fDiffuseContext->shadeSpan(x, y, diffuse, n); in shadeSpan() 360 diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); in shadeSpan()
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D | SkShadowShader.cpp | 111 sk_sp<GrFragmentProcessor> diffuse, in ShadowFP() argument 159 this->registerChildProcessor(std::move(diffuse)); in ShadowFP() 739 SkPMColor diffuse[BUFFER_MAX]; in shadeSpan() local 745 fDiffuseContext->shadeSpan(x, y, diffuse, n); in shadeSpan() 749 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); in shadeSpan()
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/external/swiftshader/src/Shader/ |
D | PixelPipeline.hpp | 26 …PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), l… in PixelPipeline() 37 Vector4s &diffuse; member in sw::PixelPipeline
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D | PixelPipeline.cpp | 25 …if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1… in setBuiltins() 26 …if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1… in setBuiltins() 27 …if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1… in setBuiltins() 28 …if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1… in setBuiltins() 38 current = diffuse; in fixedFunction() 447 case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break; in blendTexture() 460 case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break; in blendTexture() 473 case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break; in blendTexture() 696 …res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, diffuse.w) << 4; res.x = AddSat(res.x, ar… in blendTexture() 697 …res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, diffuse.w) << 4; res.y = AddSat(res.y, ar… in blendTexture() [all …]
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D | VertexPipeline.cpp | 197 Vector4f diffuse = v[Color0]; in pipeline() local 199 o[C0].x = diffuse.x; in pipeline() 200 o[C0].y = diffuse.y; in pipeline() 201 o[C0].z = diffuse.z; in pipeline() 202 o[C0].w = diffuse.w; in pipeline()
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/ |
D | VertShader.vsh | 32 // Simple diffuse lighting in model space
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/external/skia/tests/ |
D | SerializationTest.cpp | 587 SkBitmap diffuse = sk_tool_utils::create_checkerboard_bitmap( in DEF_TEST() local 593 SkRect bitmapBounds = SkRect::MakeIWH(diffuse.width(), diffuse.height()); in DEF_TEST() 609 sk_sp<SkShader> diffuseShader = SkShader::MakeBitmapShader(diffuse, in DEF_TEST()
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/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/ |
D | d3d11spikysphere.hlsl | 183 float3 diffuse = float3(0.6, 0.6, 0.4); 189 r.xyz += saturate(dot(light, normalize(input.worldnormal))) * diffuse;
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/external/v8/benchmarks/ |
D | navier-stokes.js | 157 function diffuse(b, x, x0, dt) function in FluidField 280 diffuse(0, x0, x, dt );
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/external/mesa3d/src/mesa/main/ |
D | ffvertex_prog.c | 1186 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); in build_lighting() local 1229 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0); in build_lighting() 1233 release_temp(p, diffuse); in build_lighting() 1241 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); in build_lighting() local 1288 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0); in build_lighting() 1296 release_temp(p, diffuse); in build_lighting()
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/external/mesa3d/src/gallium/drivers/i915/ |
D | TODO | 27 We could also use diffuse/specular and pack two sets of 2D coords in a single
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/external/mesa3d/src/gallium/drivers/svga/include/ |
D | svga3d_reg.h | 1282 float diffuse[4]; member 1592 float diffuse[4]; member
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | Context.cpp | 174 light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f}; in Context() 183 light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f}; in Context() 637 light[index].diffuse = {r, g, b, a}; in setLightDiffuse() 1935 …tDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, … in applyState()
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D | Context.h | 137 Color diffuse; member
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/external/mesa3d/src/mesa/program/ |
D | program_lexer.l | 267 {dot}diffuse { return DIFFUSE; }
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/external/skia/src/effects/ |
D | SkLightingImageFilter.cpp | 1941 const GrDiffuseLightingEffect& diffuse = proc.cast<GrDiffuseLightingEffect>(); in onSetData() local 1942 pdman.set1f(fKDUni, diffuse.kd()); in onSetData()
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/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/pkb/fr-FR/ |
D | fr-FR_klex.pkb | 221 difficultés2diffuse�différemment%8<:925@!N"E#différend5différends4
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/external/swiftshader/src/D3D9/ |
D | Direct3DDevice9.cpp | 5942 sw::Color<float> diffuse(l.Diffuse.r, l.Diffuse.g, l.Diffuse.b, l.Diffuse.a); in bindLights() local 5947 renderer->setLightDiffuse(active, diffuse); in bindLights()
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/external/mesa3d/src/gallium/docs/source/ |
D | tgsi.rst | 1866 is used to distinguish them. For example, color[0] may be the diffuse
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/external/mesa3d/docs/ |
D | VERSIONS | 1344 - GL_COLOR_MATERIAL with glColor3 didn't properly set diffuse alpha
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/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/textana/en-US/ |
D | en-US_lexpos.utf | 230 ADJ "diffuse" "dIfj'u:s" 4451 V "diffuse" "dIfj'u:z"
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