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Searched refs:frustum (Results 1 – 25 of 59) sorted by relevance

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/third_party/skia/third_party/externals/swiftshader/src/OpenGL/common/
DMatrixStack.cpp124 …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()
DMatrixStack.hpp43 void frustum(float left, float right, float bottom, float top, float zNear, float zFar);
/third_party/glslang/Test/
Dspv.debuginfo.glsl.tesc79 // Checks the current's patch visibility against the frustum using a sphere check
88 // Check sphere against frustum planes
Dspv.debuginfo.hlsl.tesc92 // Checks the current's patch visibility against the frustum using a sphere check
101 // Check sphere against frustum planes
/third_party/skia/third_party/externals/angle2/util/
DMatrix.h42 static Matrix4 frustum(float l, float r, float b, float t, float n, float f);
DMatrix.cpp109 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()
/third_party/skia/third_party/externals/angle2/samples/torus_lighting/
DTorusLightingES2.cpp80 mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); in initialize()
DTorusBufferStorage.cpp100 mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); in initialize()
/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/
Dmatrix_transform.hpp177 GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
/third_party/openGLES/extensions/MESA/
DMESA_window_pos.txt38 frustum clipping.
/third_party/skia/third_party/externals/opengl-registry/extensions/MESA/
DMESA_window_pos.txt38 frustum clipping.
/third_party/mesa3d/docs/relnotes/
D3.193 Allows one to disable clip volume (frustum) testing.
/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/
DSGIX_reference_plane.txt50 * What happens if the reference plane does not intersect the view frustum?
/third_party/openGLES/extensions/SGIX/
DSGIX_reference_plane.txt50 * What happens if the reference plane does not intersect the view frustum?
/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/
DVK_HUAWEI_cluster_culling_shader.adoc102 vec4 frustum_planes[6]; // six frustum planes
DVK_NV_device_generated_commands.adoc37 implementing occlusion culling, frustum culling, front to back sorting, etc.
/third_party/skia/third_party/externals/opengl-registry/extensions/NV/
DNV_fill_rectangle.txt96 frustum or by user clip planes, in an implementation-dependent manner.
DNV_fragment_program4.txt711 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
/third_party/openGLES/extensions/NV/
DNV_fill_rectangle.txt96 frustum or by user clip planes, in an implementation-dependent manner.
DNV_fragment_program4.txt711 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
/third_party/openGLES/extensions/REND/
DREND_screen_coordinates.txt29 texture generation, lighting and frustum clipping. It also allow for
/third_party/skia/third_party/externals/opengl-registry/extensions/REND/
DREND_screen_coordinates.txt29 texture generation, lighting and frustum clipping. It also allow for
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_window_pos.txt43 on a subtle side-effect of the Bitmap command in order to avoid frustum
/third_party/openGLES/extensions/ARB/
DARB_window_pos.txt53 on a subtle side-effect of the Bitmap command in order to avoid frustum
/third_party/skia/third_party/externals/angle2/src/libANGLE/
DContext_gl_1_autogen.h80 void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \

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