Home
last modified time | relevance | path

Searched refs:subdivide (Results 1 – 25 of 36) sorted by relevance

12

/third_party/flutter/engine/flutter/lib/web_ui/lib/src/engine/
Dconic.dart30 // Based on error bound, compute how many times we should subdivide
41 // it generates a pair of lines, in which case we should not subdivide.
46 // If this chop generates pair of lines no need to subdivide.
/third_party/mingw-w64/mingw-w64-crt/lib32/
Dglaux.def130 subdivide@36
/third_party/skia/src/gpu/geometry/
DGrPathUtils.cpp470 bool subdivide = false; in convert_noninflect_cubic_to_quads_with_constraint() local
492 subdivide = 2 * d0d1 + d0Sqd + d1Sqd > toleranceSqd; in convert_noninflect_cubic_to_quads_with_constraint()
495 if (!subdivide) { in convert_noninflect_cubic_to_quads_with_constraint()
/third_party/flutter/skia/src/gpu/geometry/
DGrPathUtils.cpp551 bool subdivide = false; in convert_noninflect_cubic_to_quads_with_constraint() local
573 subdivide = 2 * d0d1 + d0Sqd + d1Sqd > toleranceSqd; in convert_noninflect_cubic_to_quads_with_constraint()
576 if (!subdivide) { in convert_noninflect_cubic_to_quads_with_constraint()
/third_party/flutter/skia/src/core/
DSkGeometry.cpp1239 static SkPoint* subdivide(const SkConic& src, SkPoint pts[], int level) { in subdivide() function
1275 pts = subdivide(dst[0], pts, level); in subdivide()
1276 return subdivide(dst[1], pts, level); in subdivide()
1297 SkDEBUGCODE(endPts = ) subdivide(*this, pts + 1, pow2); in chopIntoQuadsPOW2()
/third_party/pulseaudio/src/utils/
Dqpaeq335 filter_state._set_frequency_values(subdivide(base_freqs,variable))
547 def subdivide(xs, t_points): function
/third_party/skia/src/core/
DSkGeometry.cpp1438 static SkPoint* subdivide(const SkConic& src, SkPoint pts[], int level) { in subdivide() function
1474 pts = subdivide(dst[0], pts, level); in subdivide()
1475 return subdivide(dst[1], pts, level); in subdivide()
1496 SkDEBUGCODE(endPts = ) subdivide(*this, pts + 1, pow2); in chopIntoQuadsPOW2()
/third_party/boost/libs/icl/doc/
Dprojects.qbk432 to insert, and then ['*subdivide*] that range of bitsets into three partitions.
445 subdivide:
/third_party/skia/third_party/externals/freetype/docs/
Draster.txt517 extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and
555 | subdivide the arc into subarcs
/third_party/freetype/docs/
Draster.txt517 extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and
555 | subdivide the arc into subarcs
/third_party/flutter/skia/third_party/externals/freetype/docs/
Draster.txt517 extremum. We can then re-subdivide Q1Q2Q3 into two sub-arcs and
555 | subdivide the arc into subarcs
/third_party/openGLES/extensions/EXT/
DEXT_shader_pixel_local_storage2.txt205 local storage variables. An implementation may choose to subdivide the
223 an implementation may choose to subdivide the amount of combined storage
605 An implementation may choose to subdivide the amount of local storage into
DEXT_tessellation_shader.txt930 primitive generator will subdivide and other tessellation parameters, as
1073 spacing of segments used to subdivide a corresponding edge. The method
1233 The algorithm used to subdivide the triangular domain in (u,v,w) space
1329 The algorithm used to subdivide the rectangular domain in (u,v) space
2152 primitive generator should subdivide a triangle into smaller triangles,
2655 greater than 1.0, we will subdivide the outer edges of the patch, and
/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/
DEXT_shader_pixel_local_storage2.txt205 local storage variables. An implementation may choose to subdivide the
223 an implementation may choose to subdivide the amount of combined storage
605 An implementation may choose to subdivide the amount of local storage into
DEXT_tessellation_shader.txt930 primitive generator will subdivide and other tessellation parameters, as
1073 spacing of segments used to subdivide a corresponding edge. The method
1233 The algorithm used to subdivide the triangular domain in (u,v,w) space
1329 The algorithm used to subdivide the rectangular domain in (u,v) space
2152 primitive generator should subdivide a triangle into smaller triangles,
2655 greater than 1.0, we will subdivide the outer edges of the patch, and
DEXT_shader_pixel_local_storage.txt447 storage variables. An implementation may choose to subdivide the amount
/third_party/openGLES/extensions/NV/
DNV_shader_texture_footprint.txt117 functions passes in a _granularity_ value, which is used to subdivide a
/third_party/openGLES/extensions/QCOM/
DQCOM_tiled_rendering.txt345 #05 07/15/2009 Maurice Ribble Changed from spec to subdivide tiles
/third_party/skia/third_party/externals/opengl-registry/extensions/QCOM/
DQCOM_tiled_rendering.txt345 #05 07/15/2009 Maurice Ribble Changed from spec to subdivide tiles
/third_party/skia/third_party/externals/harfbuzz/docs/
Drepacker.md224 than one 32 bit offset pointing into the subgraph then subdivide the space by moving subgraph
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_tessellation_shader.txt735 generator will subdivide and other tessellation parameters, as discussed
884 spacing of segments used to subdivide a corresponding edge. The method
1043 The algorithm used to subdivide the triangular domain in (u,v,w) space
1137 The algorithm used to subdivide the rectangular domain in (u,v) space into
1870 subdivide a triangle into smaller triangles, a quad into triangles, or a
2595 levels and output layout qualifiers to appropriately subdivide a
2929 RESOLVED: The primitive generator will subdivide triangular and
2930 rectangular patches into triangles, and will also subdivide a
3480 greater than 1.0, we will subdivide the outer edges of the patch, and
/third_party/openGLES/extensions/ARB/
DARB_tessellation_shader.txt745 generator will subdivide and other tessellation parameters, as discussed
894 spacing of segments used to subdivide a corresponding edge. The method
1053 The algorithm used to subdivide the triangular domain in (u,v,w) space
1147 The algorithm used to subdivide the rectangular domain in (u,v) space into
1880 subdivide a triangle into smaller triangles, a quad into triangles, or a
2605 levels and output layout qualifiers to appropriately subdivide a
2939 RESOLVED: The primitive generator will subdivide triangular and
2940 rectangular patches into triangles, and will also subdivide a
3490 greater than 1.0, we will subdivide the outer edges of the patch, and
/third_party/openGLES/extensions/OES/
DOES_tessellation_shader.txt941 primitive generator will subdivide and other tessellation parameters, as
1084 spacing of segments used to subdivide a corresponding edge. The method
1244 The algorithm used to subdivide the triangular domain in (u,v,w) space
1340 The algorithm used to subdivide the rectangular domain in (u,v) space
2163 primitive generator should subdivide a triangle into smaller triangles,
2667 greater than 1.0, we will subdivide the outer edges of the patch, and
/third_party/skia/third_party/externals/opengl-registry/extensions/OES/
DOES_tessellation_shader.txt931 primitive generator will subdivide and other tessellation parameters, as
1074 spacing of segments used to subdivide a corresponding edge. The method
1234 The algorithm used to subdivide the triangular domain in (u,v,w) space
1330 The algorithm used to subdivide the rectangular domain in (u,v) space
2153 primitive generator should subdivide a triangle into smaller triangles,
2657 greater than 1.0, we will subdivide the outer edges of the patch, and
/third_party/icu/icu4c/source/test/depstest/
Ddependencies.txt1017 # TODO: Try to subdivide this ball of wax.

12