/third_party/mesa3d/src/gallium/drivers/r600/ |
D | r600_viewport.c | 247 struct r600_signed_scissor *vp = &rctx->viewports.as_scissor[0]; in r600_emit_scissors() 260 max_vp_scissor = rctx->viewports.as_scissor[0]; in r600_emit_scissors() 263 &rctx->viewports.as_scissor[i]); in r600_emit_scissors() 273 r600_emit_one_scissor(rctx, cs, &rctx->viewports.as_scissor[i], in r600_emit_scissors() 293 rctx->viewports.states[index] = state[i]; in r600_set_viewport_states() 295 &rctx->viewports.as_scissor[index]); in r600_set_viewport_states() 299 rctx->viewports.dirty_mask |= mask; in r600_set_viewport_states() 300 rctx->viewports.depth_range_dirty_mask |= mask; in r600_set_viewport_states() 302 rctx->set_atom_dirty(rctx, &rctx->viewports.atom, true); in r600_set_viewport_states() 322 struct pipe_viewport_state *states = rctx->viewports.states; in r600_emit_viewports() [all …]
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/dynamic_state/ |
D | vktDynamicStateInheritanceTests.cpp | 110 std::vector<VkViewport> viewports; member 589 DE_ASSERT(geometry.viewports.size() > 0); in startRenderCmds() 590 DE_ASSERT(geometry.viewports.size() <= kMaxViewports); in startRenderCmds() 591 DE_ASSERT(geometry.viewports.size() == geometry.scissors.size()); in startRenderCmds() 627 …cmdSetViewport(m_setStateCmdBuffer, 0, deUint32(geometry.viewports.size()), &geometry.viewports[0]… in startRenderCmds() 634 m_vk.cmdSetViewport(m_setStateCmdBuffer, 0, 1, &geometry.viewports[0]); in startRenderCmds() 639 deUint32(geometry.viewports.size()), in startRenderCmds() 640 &geometry.viewports[0]); in startRenderCmds() 659 deUint32(geometry.viewports.size()), &geometry.viewports[0] }; in startRenderCmds() 671 ….cmdSetViewport(m_subpassCmdBuffer, 0, deUint32(geometry.viewports.size()), &geometry.viewports[0]… in startRenderCmds() [all …]
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/third_party/mesa3d/src/gallium/drivers/radeonsi/ |
D | si_state_viewport.c | 40 info.scale[0] = sctx->viewports.states[0].scale[0]; in si_get_small_prim_cull_info() 41 info.scale[1] = sctx->viewports.states[0].scale[1]; in si_get_small_prim_cull_info() 42 info.translate[0] = sctx->viewports.states[0].translate[0]; in si_get_small_prim_cull_info() 43 info.translate[1] = sctx->viewports.states[0].translate[1]; in si_get_small_prim_cull_info() 120 unsigned quant_mode = sctx->viewports.as_scissor[0].quant_mode; in si_emit_cull_state() 273 vp_as_scissor = ctx->viewports.as_scissor[0]; in si_emit_guardband() 275 si_scissor_make_union(&vp_as_scissor, &ctx->viewports.as_scissor[i]); in si_emit_guardband() 278 vp_as_scissor = ctx->viewports.as_scissor[0]; in si_emit_guardband() 407 struct si_signed_scissor *vp = &ctx->viewports.as_scissor[0]; in si_emit_scissors() 425 si_emit_one_scissor(ctx, cs, &ctx->viewports.as_scissor[i], in si_emit_scissors() [all …]
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/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/ |
D | VK_NV_clip_space_w_scaling.txt | 37 should use a set of four viewports, one for each of the four quadrants of a 43 signs, for each of the viewports. 69 VkViewport viewports[4]; 77 viewports[i].x = 0; 78 viewports[i].y = 0; 79 viewports[i].width = currentWindowWidth; 80 viewports[i].height = currentWindowHeight; 81 viewports[i].minDepth = 0.0f; 82 viewports[i].maxDepth = 1.0f; 102 vpStateInfo.pViewports = &viewports[0];
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/third_party/mesa3d/src/gallium/drivers/softpipe/ |
D | sp_state_clip.c | 50 const struct pipe_viewport_state *viewports) in softpipe_set_viewport_states() argument 56 viewports); in softpipe_set_viewport_states() 58 memcpy(softpipe->viewports + start_slot, viewports, in softpipe_set_viewport_states()
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/third_party/mesa3d/src/gallium/drivers/llvmpipe/ |
D | lp_state_clip.c | 50 const struct pipe_viewport_state *viewports) in llvmpipe_set_viewport_states() argument 56 viewports); in llvmpipe_set_viewport_states() 58 memcpy(llvmpipe->viewports + start_slot, viewports, in llvmpipe_set_viewport_states()
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D | lp_setup.c | 882 const struct pipe_viewport_state *viewports) in lp_setup_set_viewports() argument 889 assert(viewports); in lp_setup_set_viewports() 902 const float half_height = fabsf(viewports[0].scale[1]); in lp_setup_set_viewports() 903 const float x0 = viewports[0].translate[0] - viewports[0].scale[0]; in lp_setup_set_viewports() 904 const float y0 = viewports[0].translate[1] - half_height; in lp_setup_set_viewports() 907 setup->vpwh.x1 = (int)(viewports[0].scale[0] * 2.0f + x0 - 0.501f); in lp_setup_set_viewports() 917 util_viewport_zmin_zmax(&viewports[i], lp->rasterizer->clip_halfz, in lp_setup_set_viewports() 920 if (setup->viewports[i].min_depth != min_depth || in lp_setup_set_viewports() 921 setup->viewports[i].max_depth != max_depth) { in lp_setup_set_viewports() 922 setup->viewports[i].min_depth = min_depth; in lp_setup_set_viewports() [all …]
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/third_party/vk-gl-cts/external/vulkancts/framework/vulkan/ |
D | vkObjUtil.cpp | 78 const std::vector<VkViewport>& viewports, in makeGraphicsPipeline() argument 189 …viewports.empty() ? 1u : (deUint32)viewports.size(), // deUint32 … in makeGraphicsPipeline() 190 …viewports.empty() ? DE_NULL : &viewports[0], // const VkViewport* pVie… in makeGraphicsPipeline() 191 …viewports.empty() ? 1u : (deUint32)scissors.size(), // deUint32 … in makeGraphicsPipeline() 281 if (viewports.empty()) in makeGraphicsPipeline() 424 const std::vector<VkViewport>& viewports, in makeGraphicsPipeline() argument 469 viewportStateCreateInfo.viewportCount = static_cast<uint32_t>(viewports.size()); in makeGraphicsPipeline() 470 viewportStateCreateInfo.pViewports = de::dataOrNull(viewports); in makeGraphicsPipeline() 494 if (viewports.empty()) in makeGraphicsPipeline()
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/third_party/skia/third_party/externals/opengl-registry/extensions/NV/ |
D | NV_viewport_array2.txt | 53 broadcast to multiple viewports and/or multiple layers. A shader output 55 multiple viewports simultaneously. Also, a new shader option is provided 122 Shaders may also direct each primitive to zero or more viewports. The 123 destination viewports for a primitive may be selected in the shader by 125 single viewport) or gl_ViewportMask[] (selecting multiple viewports). 127 viewports for each primitive, or to draw multiple versions of a primitive 128 into several different viewports. 171 Multiple viewports are available and are numbered zero through the value 182 gl_ViewportMask[], the primitive is emitted to zero or more viewports. If 198 When rasterizing line segments that could be sent to multiple viewports [all …]
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D | NV_clip_space_w_scaling.txt | 67 should use a set of 4 viewports, one for each of the 4 quadrants of a 71 that have the same value, but different signs, for each of the viewports. 131 4 viewports one for each of the 4 quadrants of a Cartesian coordinate 135 same value, but different signs, for each of the viewports. The signs of 232 (2) In the standard use case a application sets up 4 viewports, one for 234 viewports? 237 mask for each primitive is limited to the viewports corresponding
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D | NV_viewport_array.txt | 60 viewports, the OpenGL viewport may be changed between several draw calls. 68 viewports. Each viewport is specified as a rectangle. The destination 134 different viewports. 157 Multiple viewports are available and are numbered zero through the 180 viewports simultaneously. <first> specifies the index of the first 181 viewport to modify and <count> specifies the number of viewports. If 195 DepthRangef sets the depth range for all viewports to the same values 213 ViewportArrayvNV specifies parameters for multiple viewports 215 modify and <count> specifies the number of viewports. If (<first> + 238 Viewport sets the parameters for all viewports to the same values [all …]
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/third_party/openGLES/extensions/NV/ |
D | NV_viewport_array2.txt | 53 broadcast to multiple viewports and/or multiple layers. A shader output 55 multiple viewports simultaneously. Also, a new shader option is provided 122 Shaders may also direct each primitive to zero or more viewports. The 123 destination viewports for a primitive may be selected in the shader by 125 single viewport) or gl_ViewportMask[] (selecting multiple viewports). 127 viewports for each primitive, or to draw multiple versions of a primitive 128 into several different viewports. 171 Multiple viewports are available and are numbered zero through the value 182 gl_ViewportMask[], the primitive is emitted to zero or more viewports. If 198 When rasterizing line segments that could be sent to multiple viewports [all …]
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D | NV_primitive_shading_rate.txt | 63 viewports. The number of enables/palettes now comes from the 96 shading rate image enables and viewports) 109 shading rate image enables and viewports) 139 shading rate image palettes and viewports) 155 rate image palettes and viewports) 165 coupled with viewports. ]] <rates> is an array ... 169 shading rate image palettes and viewports) 179 rate image palettes and viewports) 191 with viewports. ]] A single enum from Table X.1 is returned in <rate>. 206 to decouple shading rate image enables and viewports)
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D | NV_clip_space_w_scaling.txt | 67 should use a set of 4 viewports, one for each of the 4 quadrants of a 71 that have the same value, but different signs, for each of the viewports. 131 4 viewports one for each of the 4 quadrants of a Cartesian coordinate 135 same value, but different signs, for each of the viewports. The signs of 232 (2) In the standard use case a application sets up 4 viewports, one for 234 viewports? 237 mask for each primitive is limited to the viewports corresponding
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D | NV_viewport_array.txt | 60 viewports, the OpenGL viewport may be changed between several draw calls. 68 viewports. Each viewport is specified as a rectangle. The destination 134 different viewports. 157 Multiple viewports are available and are numbered zero through the 180 viewports simultaneously. <first> specifies the index of the first 181 viewport to modify and <count> specifies the number of viewports. If 195 DepthRangef sets the depth range for all viewports to the same values 213 ViewportArrayvNV specifies parameters for multiple viewports 215 modify and <count> specifies the number of viewports. If (<first> + 238 Viewport sets the parameters for all viewports to the same values [all …]
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/mesh_shader/ |
D | vktMeshShaderBuiltinTests.cpp | 123 ViewportVec viewports; // If empty, a single default viewport is used. member 210 std::vector<VkViewport> viewports; in iterate() local 212 if (m_params.viewports.empty()) in iterate() 215 viewports.push_back(makeViewport(extent)); in iterate() 221 viewports.reserve(m_params.viewports.size()); in iterate() 222 std::copy(begin(m_params.viewports), end(m_params.viewports), std::back_inserter(viewports)); in iterate() 223 scissors.resize(viewports.size(), makeRect2D(extent)); in iterate() 228 renderPass.get(), viewports, scissors); in iterate() 894 ViewportVec viewports; in createInstance() local 895 viewports.reserve(kQuadrants); in createInstance() [all …]
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/third_party/mesa3d/src/gallium/drivers/svga/ |
D | svga_state_framebuffer.c | 699 SVGA3dViewport viewports[SVGA3D_DX_MAX_VIEWPORTS]; in emit_viewport() local 707 &viewports[i], &prescale[i]); in emit_viewport() 710 if (memcmp(viewports, svga->state.hw_clear.viewports, in emit_viewport() 711 max_viewports * sizeof viewports[0]) != 0) { in emit_viewport() 715 SVGA3dViewport *vp = &viewports[0]; in emit_viewport() 736 viewports); in emit_viewport() 740 memcpy(svga->state.hw_clear.viewports, viewports, in emit_viewport() 741 max_viewports * sizeof viewports[0]); in emit_viewport()
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/third_party/vk-gl-cts/external/vulkan-docs/src/chapters/VK_NV_clip_space_w_scaling/ |
D | vertexpostproc.txt | 26 * pname:viewportCount is the number of viewports used by *W* scaling, and 27 must: match the number of viewports in the pipeline if viewport *W* 31 parameters for the corresponding viewports. 53 * pname:viewportCount is the number of viewports whose parameters are
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/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_draw.cpp | 370 ptr[0] = fui(1.0 / ctx->viewports[0].Width); in fill_graphics_state_vars() 371 ptr[1] = fui(1.0 / ctx->viewports[0].Height); in fill_graphics_state_vars() 1065 D3D12_VIEWPORT viewports[PIPE_MAX_VIEWPORTS]; in d3d12_draw_vbo() local 1067 viewports[i] = ctx->viewports[i]; in d3d12_draw_vbo() 1069 viewports[i].MinDepth = 0.0f; in d3d12_draw_vbo() 1070 viewports[i].MaxDepth = 1.0f; in d3d12_draw_vbo() 1073 viewports[i].TopLeftX = MAX2(0.0f, viewports[i].TopLeftX); in d3d12_draw_vbo() 1074 viewports[i].TopLeftY = MAX2(0.0f, viewports[i].TopLeftY); in d3d12_draw_vbo() 1075 viewports[i].Width = MIN2(ctx->fb.width, viewports[i].Width); in d3d12_draw_vbo() 1076 viewports[i].Height = MIN2(ctx->fb.height, viewports[i].Height); in d3d12_draw_vbo() [all …]
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/third_party/openGLES/extensions/ARB/ |
D | ARB_viewport_array.txt | 75 viewports, the OpenGL viewport may be changed between several draw calls. 83 viewports. Each viewport is specified as a rectangle. The destination 164 rendering to one of several viewports and is discussed in the section 176 different viewports. 206 Multiple viewports are available and are numbered zero through the 229 viewports simultaneously. <first> specifies the index of the first 230 viewport to modify and <count> specifies the number of viewports. If 243 DepthRange sets the depth range for all viewports to the same values 261 ViewportArrayv specifies parameters for multiple viewports 263 modify and <count> specifies the number of viewports. If (<first> + [all …]
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_viewport_array.txt | 65 viewports, the OpenGL viewport may be changed between several draw calls. 73 viewports. Each viewport is specified as a rectangle. The destination 154 rendering to one of several viewports and is discussed in the section 166 different viewports. 196 Multiple viewports are available and are numbered zero through the 219 viewports simultaneously. <first> specifies the index of the first 220 viewport to modify and <count> specifies the number of viewports. If 233 DepthRange sets the depth range for all viewports to the same values 251 ViewportArrayv specifies parameters for multiple viewports 253 modify and <count> specifies the number of viewports. If (<first> + [all …]
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/third_party/openGLES/extensions/OES/ |
D | OES_viewport_array.txt | 68 viewports, the OpenGL ES viewport may be changed between several draw calls. 76 viewports. Each viewport is specified as a rectangle. The destination 145 different viewports. 171 Multiple viewports are available and are numbered zero through the 194 viewports simultaneously. <first> specifies the index of the first 195 viewport to modify and <count> specifies the number of viewports. 208 DepthRangef sets the depth range for all viewports to the same values 233 ViewportArrayvOES specifies parameters for multiple viewports 235 modify and <count> specifies the number of viewports. Viewports whose 256 Viewport sets the parameters for all viewports to the same values [all …]
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/third_party/skia/third_party/externals/opengl-registry/extensions/OES/ |
D | OES_viewport_array.txt | 58 viewports, the OpenGL ES viewport may be changed between several draw calls. 66 viewports. Each viewport is specified as a rectangle. The destination 135 different viewports. 161 Multiple viewports are available and are numbered zero through the 184 viewports simultaneously. <first> specifies the index of the first 185 viewport to modify and <count> specifies the number of viewports. 198 DepthRangef sets the depth range for all viewports to the same values 223 ViewportArrayvOES specifies parameters for multiple viewports 225 modify and <count> specifies the number of viewports. Viewports whose 246 Viewport sets the parameters for all viewports to the same values [all …]
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/third_party/mesa3d/src/gallium/auxiliary/draw/ |
D | draw_cliptest_tmp.h | 88 float *scale = pvs->draw->viewports[viewport_index].scale; in TAG() 89 float *trans = pvs->draw->viewports[viewport_index].translate; in TAG()
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/third_party/skia/third_party/externals/imgui/docs/ |
D | BACKENDS.md | 38 - Optional: multi-viewports support. 41 …s including the ones that would be harder to implement on your side (e.g. multi-viewports support). 134 The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch… 139 Supporting the multi-viewports feature correctly using 100% of your own abstractions is more diffic… 142 improvements and fixes related to viewports and platform windows without extra work on your side.
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