/third_party/skia/third_party/externals/swiftshader/src/OpenGL/common/ |
D | MatrixStack.cpp | 124 …void MatrixStack::frustum(float left, float right, float bottom, float top, float zNear, float zFa… in frustum() function in sw::MatrixStack 138 Matrix frustum(2 * n / (r - l), 0, A, 0, in frustum() local 143 stack[this->top] *= frustum; in frustum()
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D | MatrixStack.hpp | 43 void frustum(float left, float right, float bottom, float top, float zNear, float zFar);
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/third_party/glslang/Test/ |
D | spv.debuginfo.glsl.tesc | 79 // Checks the current's patch visibility against the frustum using a sphere check 88 // Check sphere against frustum planes
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D | spv.debuginfo.hlsl.tesc | 92 // Checks the current's patch visibility against the frustum using a sphere check 101 // Check sphere against frustum planes
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/third_party/skia/third_party/externals/angle2/util/ |
D | Matrix.h | 42 static Matrix4 frustum(float l, float r, float b, float t, float n, float f);
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D | Matrix.cpp | 109 Matrix4 Matrix4::frustum(float l, float r, float b, float t, float n, float f) in frustum() function in Matrix4 120 return frustum(-frustumWidth, frustumWidth, -frustumHeight, frustumHeight, nearZ, farZ); in perspective()
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/third_party/skia/third_party/externals/angle2/samples/torus_lighting/ |
D | TorusLightingES2.cpp | 80 mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); in initialize()
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D | TorusBufferStorage.cpp | 100 mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); in initialize()
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/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/ |
D | matrix_transform.hpp | 177 GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
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/third_party/openGLES/extensions/MESA/ |
D | MESA_window_pos.txt | 38 frustum clipping.
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/third_party/skia/third_party/externals/opengl-registry/extensions/MESA/ |
D | MESA_window_pos.txt | 38 frustum clipping.
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/third_party/mesa3d/docs/relnotes/ |
D | 3.1 | 93 Allows one to disable clip volume (frustum) testing.
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/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/ |
D | SGIX_reference_plane.txt | 50 * What happens if the reference plane does not intersect the view frustum?
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/third_party/openGLES/extensions/SGIX/ |
D | SGIX_reference_plane.txt | 50 * What happens if the reference plane does not intersect the view frustum?
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/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/ |
D | VK_HUAWEI_cluster_culling_shader.adoc | 102 vec4 frustum_planes[6]; // six frustum planes
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D | VK_NV_device_generated_commands.adoc | 37 implementing occlusion culling, frustum culling, front to back sorting, etc.
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/third_party/skia/third_party/externals/opengl-registry/extensions/NV/ |
D | NV_fill_rectangle.txt | 96 frustum or by user clip planes, in an implementation-dependent manner.
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D | NV_fragment_program4.txt | 711 a primitive that approaches, but doesn't cross, a frustum clip plane 718 ignoring the X and Y frustum clip plane. As W approaches zero, the 720 an edge with one vertex inside the frustum and the other out near
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/third_party/openGLES/extensions/NV/ |
D | NV_fill_rectangle.txt | 96 frustum or by user clip planes, in an implementation-dependent manner.
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D | NV_fragment_program4.txt | 711 a primitive that approaches, but doesn't cross, a frustum clip plane 718 ignoring the X and Y frustum clip plane. As W approaches zero, the 720 an edge with one vertex inside the frustum and the other out near
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/third_party/openGLES/extensions/REND/ |
D | REND_screen_coordinates.txt | 29 texture generation, lighting and frustum clipping. It also allow for
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/third_party/skia/third_party/externals/opengl-registry/extensions/REND/ |
D | REND_screen_coordinates.txt | 29 texture generation, lighting and frustum clipping. It also allow for
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_window_pos.txt | 43 on a subtle side-effect of the Bitmap command in order to avoid frustum
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/third_party/openGLES/extensions/ARB/ |
D | ARB_window_pos.txt | 53 on a subtle side-effect of the Bitmap command in order to avoid frustum
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/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
D | Context_gl_1_autogen.h | 80 void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \
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