/third_party/mesa3d/src/mesa/tnl_dd/ |
D | t_dd_tritmp.h | 121 GLuint facing = 0; in TAG() local 140 facing = AREA_IS_CCW( cc ) ^ _mesa_polygon_get_front_bit(ctx); in TAG() 143 if (facing) { in TAG() 158 if (DO_TWOSIDE && facing == 1) { in TAG() 266 SETUP_STENCIL(facing); in TAG() 268 UNSET_STENCIL(facing); in TAG() 279 SETUP_STENCIL(facing); in TAG() 281 UNSET_STENCIL(facing); in TAG() 295 SETUP_STENCIL(facing); in TAG() 297 UNSET_STENCIL(facing); in TAG() [all …]
|
/third_party/openGLES/extensions/ATI/ |
D | ATI_separate_stencil.txt | 36 differently based on the facing direction of the primitive that 99 (depth), texture coordinates, and facing direction is called a 107 A fragment derives its facing direction from the primitive that 110 to be front facing. For all other fragments the detemination is 114 positive then the fragments are front facing; otherwise, they 115 are back facing." 147 and back facing fragments, while StencilOpSeparateATI sets the ops for 148 front facing, back facing, or both types of fragments based on the face
|
/third_party/skia/third_party/externals/opengl-registry/extensions/ATI/ |
D | ATI_separate_stencil.txt | 36 differently based on the facing direction of the primitive that 99 (depth), texture coordinates, and facing direction is called a 107 A fragment derives its facing direction from the primitive that 110 to be front facing. For all other fragments the detemination is 114 positive then the fragments are front facing; otherwise, they 115 are back facing." 147 and back facing fragments, while StencilOpSeparateATI sets the ops for 148 front facing, back facing, or both types of fragments based on the face
|
/third_party/mesa3d/src/gallium/drivers/llvmpipe/ |
D | lp_state_fs_fastpath.c | 49 uint32_t facing, in no_op() argument 147 uint32_t facing, in red() argument 161 (void)facing; in red() 174 uint32_t facing, in green() argument 188 (void)facing; in green()
|
D | lp_state_setup.c | 70 LLVMValueRef facing; /* boolean */ member 136 LLVMValueRef a0_0 = args->facing; in emit_facing_coef() 185 LLVMValueRef facing = args->facing; in lp_twoside() local 186 LLVMValueRef front_facing = LLVMBuildICmp(b, LLVMIntEQ, facing, in lp_twoside() 705 args.facing = LLVMGetParam(variant->function, 3); in generate_setup_variant() 714 lp_build_name(args.facing, "in_facing"); in generate_setup_variant()
|
/third_party/mesa3d/src/mesa/swrast_setup/ |
D | ss_tritmp.h | 42 GLuint facing = 0; in TAG() local 61 facing = (cc < 0.0F) ^ _mesa_polygon_get_front_bit(ctx); in TAG() 64 mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode; in TAG() 66 if (facing == 1) { in TAG() 162 _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_point_tri); in TAG() 169 _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_line_tri); in TAG() 189 if (facing == 1) { in TAG()
|
D | ss_triangle.c | 114 GLuint facing, in _swsetup_render_tri() argument 127 if (facing == 1 && ctx->Polygon.CullFaceMode != GL_FRONT) in _swsetup_render_tri() 129 if (facing == 0 && ctx->Polygon.CullFaceMode != GL_BACK) in _swsetup_render_tri() 133 _swrast_SetFacing(ctx, facing); in _swsetup_render_tri()
|
/third_party/skia/third_party/externals/opengl-registry/extensions/AMD/ |
D | AMD_gcn_shader.txt | 84 * 0.0 for the cube map face facing the positive X direction 85 * 1.0 for the cube map face facing the negative X direction 86 * 2.0 for the cube map face facing the positive Y direction 87 * 3.0 for the cube map face facing the negative Y direction 88 * 4.0 for the cube map face facing the positive Z direction 89 * 5.0 for the cube map face facing the negative Z direction
|
/third_party/openGLES/extensions/EXT/ |
D | EXT_stencil_two_side.txt | 43 mask, and write mask) may be different for front- and back-facing 55 rasterized depth-test passing fragments of front-facing polygons and 57 passing back-facing polygons in a single pass can use the following 92 approach because front- and back-facing polygons are mixed together, 93 rather than processing batches of front-facing then back-facing 143 1) front-facing polygons that pass the depth test set stencil bit 0 145 2) front-facing polygons that fail the depth test zero stencil bit 1 147 3) back-facing polygons that pass the depth test set stencil bit 2 149 4) back-facing polygons that fail the depth test zero stencil bit 3 183 In a fill-rate limited situation, rendering front-facing primitives, [all …]
|
D | EXT_cull_vertex.txt | 80 part of back facing primitives. Vertex culling is enabled 85 front or back facing according to the sign of the dot 89 back facing. When (normal dot eye_direction) > 0 the vertex 90 is classified as front facing. Vertexes are culled when the 114 and back facing vertexes. Since polygons are culled only
|
/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/ |
D | EXT_stencil_two_side.txt | 43 mask, and write mask) may be different for front- and back-facing 55 rasterized depth-test passing fragments of front-facing polygons and 57 passing back-facing polygons in a single pass can use the following 92 approach because front- and back-facing polygons are mixed together, 93 rather than processing batches of front-facing then back-facing 143 1) front-facing polygons that pass the depth test set stencil bit 0 145 2) front-facing polygons that fail the depth test zero stencil bit 1 147 3) back-facing polygons that pass the depth test set stencil bit 2 149 4) back-facing polygons that fail the depth test zero stencil bit 3 183 In a fill-rate limited situation, rendering front-facing primitives, [all …]
|
D | EXT_cull_vertex.txt | 80 part of back facing primitives. Vertex culling is enabled 85 front or back facing according to the sign of the dot 89 back facing. When (normal dot eye_direction) > 0 the vertex 90 is classified as front facing. Vertexes are culled when the 114 and back facing vertexes. Since polygons are culled only
|
/third_party/openGLES/extensions/AMD/ |
D | AMD_gcn_shader.txt | 85 * 0.0 for the cube map face facing the positive X direction 86 * 1.0 for the cube map face facing the negative X direction 87 * 2.0 for the cube map face facing the positive Y direction 88 * 3.0 for the cube map face facing the negative Y direction 89 * 4.0 for the cube map face facing the positive Z direction 90 * 5.0 for the cube map face facing the negative Z direction
|
/third_party/grpc/src/proto/grpc/status/ |
D | status.proto | 40 // error message should be a developer-facing English message that helps 41 // developers *understand* and *resolve* the error. If a localized user-facing 84 // A developer-facing error message, which should be in English. Any 85 // user-facing error message should be localized and sent in the
|
/third_party/skia/third_party/externals/opengl-registry/extensions/IBM/ |
D | IBM_cull_vertex.txt | 71 back facing according to the sign of the dot product between the normal 74 classified as back facing. When (normal dot eye_direction) > 0 the 75 vertex is classified as front facing. Vertices are culled when the 92 the silhouettes of objects may have both front and back facing
|
/third_party/openGLES/extensions/IBM/ |
D | IBM_cull_vertex.txt | 71 back facing according to the sign of the dot product between the normal 74 classified as back facing. When (normal dot eye_direction) > 0 the 75 vertex is classified as front facing. Vertices are culled when the 92 the silhouettes of objects may have both front and back facing
|
/third_party/mesa3d/src/mesa/swrast/ |
D | s_span.h | 127 GLuint facing; member 181 (S).facing = 0; \
|
D | s_points.c | 106 span.facing = swrast->PointLineFacing; in sprite_point() 272 span.facing = swrast->PointLineFacing; in smooth_point() 375 span.facing = swrast->PointLineFacing; in large_point() 472 span->facing != swrast->PointLineFacing) { in pixel_point() 481 span->facing = swrast->PointLineFacing; in pixel_point()
|
/third_party/grpc/examples/python/errors/ |
D | README.md | 43 // error message should be a developer-facing English message that helps 44 // developers *understand* and *resolve* the error. If a localized user-facing 87 // A developer-facing error message, which should be in English. Any 88 // user-facing error message should be localized and sent in the
|
/third_party/skia/third_party/externals/opengl-registry/extensions/NV/ |
D | NV_polygon_mode.txt | 84 back-facing polygons. <mode> is one of the symbolic constants POINT_NV, 138 primitives (points and lines) and front-facing polygon primitives while the 140 back-facing polygon primitives. For the purposes of stencil testing, a 143 polygon is front- or back-facing is determined in the same manner used for
|
/third_party/openGLES/extensions/NV/ |
D | NV_polygon_mode.txt | 84 back-facing polygons. <mode> is one of the symbolic constants POINT_NV, 138 primitives (points and lines) and front-facing polygon primitives while the 140 back-facing polygon primitives. For the purposes of stencil testing, a 143 polygon is front- or back-facing is determined in the same manner used for
|
/third_party/mesa3d/docs/gallium/cso/ |
D | velems.rst | 30 Fog, point size, the facing bit, and edgeflags, all are in the standard format 42 Colors, both front- and back-facing, may omit the alpha component, only using
|
D | rasterizer.rst | 89 If set, there are per-vertex back-facing colors. The hardware 98 Indicates whether the window order of front-facing polygons is 103 (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons), 104 PIPE_FACE_BACK (cull back-facing polygons), or 108 Indicates how to fill front-facing polygons, either 112 Indicates how to fill back-facing polygons, either 357 are considered back-facing and the vertex attributes and depth are that of
|
/third_party/mesa3d/src/intel/isl/ |
D | README | 11 isl's API is independent of any user-facing graphics API, such as OpenGL and 15 Rather than mimic the user-facing APIs, the isl API attempts to reflect Intel 55 to the user-facing API (OpenGL and Vulkan). Physical units are dependent on
|
/third_party/mesa3d/src/gallium/drivers/softpipe/ |
D | sp_quad.h | 68 unsigned facing:1; /**< Front (0) or back (1) facing? */ member
|