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/third_party/mesa3d/src/mesa/tnl_dd/
Dt_dd_tritmp.h121 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()
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/third_party/openGLES/extensions/ATI/
DATI_separate_stencil.txt36 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/
DATI_separate_stencil.txt36 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/
Dlp_state_fs_fastpath.c49 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()
Dlp_state_setup.c70 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/
Dss_tritmp.h42 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()
Dss_triangle.c114 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/
DAMD_gcn_shader.txt84 * 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/
DEXT_stencil_two_side.txt43 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,
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DEXT_cull_vertex.txt80 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/
DEXT_stencil_two_side.txt43 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 …]
DEXT_cull_vertex.txt80 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/
DAMD_gcn_shader.txt85 * 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/
Dstatus.proto40 // 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/
DIBM_cull_vertex.txt71 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/
DIBM_cull_vertex.txt71 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/
Ds_span.h127 GLuint facing; member
181 (S).facing = 0; \
Ds_points.c106 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/
DREADME.md43 // 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/
DNV_polygon_mode.txt84 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/
DNV_polygon_mode.txt84 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/
Dvelems.rst30 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
Drasterizer.rst89 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/
DREADME11 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/
Dsp_quad.h68 unsigned facing:1; /**< Front (0) or back (1) facing? */ member

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