/external/mesa3d/src/mesa/main/ |
D | light.c | 47 if (ctx->Light.ShadeModel == mode) in _mesa_ShadeModel() 56 ctx->Light.ShadeModel = mode; in _mesa_ShadeModel() 76 if (ctx->Light.ProvokingVertex == mode) in _mesa_ProvokingVertex() 89 ctx->Light.ProvokingVertex = mode; in _mesa_ProvokingVertex() 106 light = &ctx->Light.Light[lnum]; in _mesa_light() 333 COPY_4V( params, ctx->Light.Light[l].Ambient ); in _mesa_GetLightfv() 336 COPY_4V( params, ctx->Light.Light[l].Diffuse ); in _mesa_GetLightfv() 339 COPY_4V( params, ctx->Light.Light[l].Specular ); in _mesa_GetLightfv() 342 COPY_4V( params, ctx->Light.Light[l].EyePosition ); in _mesa_GetLightfv() 345 COPY_3V( params, ctx->Light.Light[l].SpotDirection ); in _mesa_GetLightfv() [all …]
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D | state.h | 62 if (ctx->Light.Enabled && in _mesa_need_secondary_color() 63 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) in _mesa_need_secondary_color() 100 return ctx->Light.Enabled && ctx->Light.Model.TwoSide; in _mesa_vertex_program_two_side_enabled()
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/external/skia/src/shaders/ |
D | SkLights.h | 26 class Light { 33 Light(const Light& other) in Light() function 39 Light(Light&& other) in Light() function 45 static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir) { in MakeDirectional() 46 Light light(kDirectional_LightType, color, dir, 0.0f); in MakeDirectional() 53 static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity) { in MakePoint() 54 return Light(kPoint_LightType, color, pos, intensity); in MakePoint() 72 Light& operator=(const Light& other) { 84 bool operator==(const Light& other) { 91 bool operator!=(const Light& other) { return !(this->operator==(other)); } [all …]
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D | SkLights.cpp | 41 Light light = Light::MakePoint(color, dirOrPos, intensity); in MakeFromBuffer() 44 Light light = Light::MakeDirectional(color, dirOrPos); in MakeFromBuffer() 66 Light light(fLights[i].type(), xform_color(fLights[i].color(), xformer), in makeColorSpace() 79 const Light& light = this->light(l); in flatten() 81 bool isPoint = Light::kPoint_LightType == light.type(); in flatten()
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/external/skqp/src/shaders/ |
D | SkLights.h | 26 class Light { 33 Light(const Light& other) in Light() function 39 Light(Light&& other) in Light() function 45 static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir) { in MakeDirectional() 46 Light light(kDirectional_LightType, color, dir, 0.0f); in MakeDirectional() 53 static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity) { in MakePoint() 54 return Light(kPoint_LightType, color, pos, intensity); in MakePoint() 72 Light& operator=(const Light& other) { 84 bool operator==(const Light& other) { 91 bool operator!=(const Light& other) { return !(this->operator==(other)); } [all …]
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D | SkLights.cpp | 41 Light light = Light::MakePoint(color, dirOrPos, intensity); in MakeFromBuffer() 44 Light light = Light::MakeDirectional(color, dirOrPos); in MakeFromBuffer() 66 Light light(fLights[i].type(), xform_color(fLights[i].color(), xformer), in makeColorSpace() 79 const Light& light = this->light(l); in flatten() 81 bool isPoint = Light::kPoint_LightType == light.type(); in flatten()
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/external/mesa3d/src/mesa/program/ |
D | prog_statevars.c | 67 const struct gl_material *mat = &ctx->Light.Material; in _mesa_fetch_state() 106 COPY_4V(value, ctx->Light.Light[ln].Ambient); in _mesa_fetch_state() 109 COPY_4V(value, ctx->Light.Light[ln].Diffuse); in _mesa_fetch_state() 112 COPY_4V(value, ctx->Light.Light[ln].Specular); in _mesa_fetch_state() 115 COPY_4V(value, ctx->Light.Light[ln].EyePosition); in _mesa_fetch_state() 118 value[0] = ctx->Light.Light[ln].ConstantAttenuation; in _mesa_fetch_state() 119 value[1] = ctx->Light.Light[ln].LinearAttenuation; in _mesa_fetch_state() 120 value[2] = ctx->Light.Light[ln].QuadraticAttenuation; in _mesa_fetch_state() 121 value[3] = ctx->Light.Light[ln].SpotExponent; in _mesa_fetch_state() 124 COPY_3V(value, ctx->Light.Light[ln].SpotDirection); in _mesa_fetch_state() [all …]
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/external/mesa3d/src/mesa/drivers/dri/nouveau/ |
D | nv20_state_tnl.c | 93 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); in nv20_emit_color_material() 96 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); in nv20_emit_color_material() 180 struct gl_lightmodel *m = &ctx->Light.Model; in nv20_emit_light_model() 194 PUSH_DATAb(push, ctx->Light.Model.TwoSide); in nv20_emit_light_model() 202 struct gl_light *l = &ctx->Light.Light[i]; in nv20_emit_light_source() 232 (ctx->Light.ColorMaterialEnabled && \ 233 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side))) 240 float (*mat)[4] = ctx->Light.Material.Attrib; in nv20_emit_material_ambient() 246 COPY_3V(c_factor, ctx->Light.Model.Ambient); in nv20_emit_material_ambient() 250 ctx->Light.Model.Ambient); in nv20_emit_material_ambient() [all …]
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D | nv10_state_tnl.c | 61 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); in nv10_emit_color_material() 64 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); in nv10_emit_color_material() 186 en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i; in nv10_emit_light_enable() 191 PUSH_DATAb(push, ctx->Light.Enabled); in nv10_emit_light_enable() 200 struct gl_lightmodel *m = &ctx->Light.Model; in nv10_emit_light_model() 210 (!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ? in nv10_emit_light_model() 286 struct gl_light *l = &ctx->Light.Light[i]; in nv10_emit_light_source() 316 (ctx->Light.ColorMaterialEnabled && \ 317 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr)) 323 float (*mat)[4] = ctx->Light.Material.Attrib; in nv10_emit_material_ambient() [all …]
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/external/mesa3d/src/mesa/tnl/ |
D | t_vb_lighttmp.h | 52 GLfloat (*base)[3] = ctx->Light._BaseColor; in TAG() 76 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; in TAG() 81 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; in TAG() 94 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; in TAG() 96 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; in TAG() 109 mask = ctx->Light._EnabledLights; in TAG() 112 struct gl_light *light = &ctx->Light.Light[l]; in TAG() 189 if (ctx->Light.Model.LocalViewer) { in TAG() 239 GLfloat (*base)[3] = ctx->Light._BaseColor; in TAG() 259 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; in TAG() [all …]
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D | t_vb_rendertmp.h | 85 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 110 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 133 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 141 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 149 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 175 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 182 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 207 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) { in TAG() 233 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() 269 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG() [all …]
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D | t_vb_light.c | 179 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; in _tnl_validate_shine_tables() 183 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; in _tnl_validate_shine_tables() 235 if (ctx->Light.ColorMaterialEnabled) { in prepare_materials() 236 GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; in prepare_materials() 256 store->mat[j].current = ctx->Light.Material.Attrib[attr]; in prepare_materials() 337 if (!ctx->Light.Enabled || ctx->VertexProgram._Current) in run_lighting() 372 if (ctx->Light.Model.TwoSide) in run_lighting() 391 if (!ctx->Light.Enabled || ctx->VertexProgram._Current) in validate_lighting() 394 if (ctx->Light._NeedVertices) { in validate_lighting() 395 if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) in validate_lighting() [all …]
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/external/skia/src/effects/ |
D | SkEmbossMaskFilter.cpp | 26 sk_sp<SkMaskFilter> SkEmbossMaskFilter::Make(SkScalar blurSigma, const Light& light) { in Make() 31 Light newLight = light; in Make() 47 SkEmbossMaskFilter::Light light; in MakeEmboss() 62 SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light) in SkEmbossMaskFilter() 108 Light light = fLight; in filterMask() 128 Light light; in CreateProc() 129 if (buffer.readByteArray(&light, sizeof(Light))) { in CreateProc() 138 Light tmpLight = fLight; in flatten()
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D | SkEmbossMaskFilter.h | 19 struct Light { struct 26 static sk_sp<SkMaskFilter> Make(SkScalar blurSigma, const Light& light); argument 36 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light); 42 Light fLight;
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/external/skqp/src/effects/ |
D | SkEmbossMaskFilter.cpp | 26 sk_sp<SkMaskFilter> SkEmbossMaskFilter::Make(SkScalar blurSigma, const Light& light) { in Make() 31 Light newLight = light; in Make() 47 SkEmbossMaskFilter::Light light; in MakeEmboss() 62 SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light) in SkEmbossMaskFilter() 108 Light light = fLight; in filterMask() 128 Light light; in CreateProc() 129 if (buffer.readByteArray(&light, sizeof(Light))) { in CreateProc() 138 Light tmpLight = fLight; in flatten()
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D | SkEmbossMaskFilter.h | 19 struct Light { struct 26 static sk_sp<SkMaskFilter> Make(SkScalar blurSigma, const Light& light); argument 36 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light); 42 Light fLight;
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/external/mesa3d/src/mesa/x86/ |
D | gen_matypes.c | 118 OFFSET( "CTX_LIGHT_ENABLED ", struct gl_context, Light.Enabled ); in main() 119 OFFSET( "CTX_LIGHT_SHADE_MODEL ", struct gl_context, Light.ShadeModel ); in main() 120 OFFSET( "CTX_LIGHT_COLOR_MAT_FACE ", struct gl_context, Light.ColorMaterialFace ); in main() 121 OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", struct gl_context, Light.ColorMaterialMode ); in main() 122 OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", struct gl_context, Light._ColorMaterialBitmask ); in main() 123 OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", struct gl_context, Light.ColorMaterialEnabled ); in main() 124 OFFSET( "CTX_LIGHT_ENABLED_LIGHTS ", struct gl_context, Light._EnabledLights ); in main() 125 OFFSET( "CTX_LIGHT_NEED_VERTS ", struct gl_context, Light._NeedVertices ); in main() 126 OFFSET( "CTX_LIGHT_BASE_COLOR ", struct gl_context, Light._BaseColor ); in main()
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/external/tensorflow/tensorflow/core/api_def/base_api/ |
D | api_def_RetrieveTPUEmbeddingMDLAdagradLightParameters.pbtxt | 7 Parameter parameters updated by the MDL Adagrad Light optimization algorithm. 13 Parameter accumulators updated by the MDL Adagrad Light optimization algorithm. 19 Parameter weights updated by the MDL Adagrad Light optimization algorithm. 25 Parameter benefits updated by the MDL Adagrad Light optimization algorithm. 28 summary: "Retrieve MDL Adagrad Light embedding parameters."
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D | api_def_LoadTPUEmbeddingMDLAdagradLightParameters.pbtxt | 7 Value of parameters used in the MDL Adagrad Light optimization algorithm. 13 Value of accumulators used in the MDL Adagrad Light optimization algorithm. 19 Value of weights used in the MDL Adagrad Light optimization algorithm. 25 Value of benefits used in the MDL Adagrad Light optimization algorithm. 28 summary: "Load MDL Adagrad Light embedding parameters."
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/external/mesa3d/src/mesa/drivers/dri/radeon/ |
D | radeon_state_init.c | 217 TCL_CHECK( tcl_lighting, ctx->Light.Enabled, 0 ) 218 TCL_CHECK( tcl_lighting_add4, ctx->Light.Enabled, 4 ) 219 TCL_CHECK( tcl_eyespace_or_lighting_add4, ctx->_NeedEyeCoords || ctx->Light.Enabled, 4 ) 220 TCL_CHECK( tcl_lit0_add6, ctx->Light.Enabled && ctx->Light.Light[0].Enabled, 6 ) 221 TCL_CHECK( tcl_lit1_add6, ctx->Light.Enabled && ctx->Light.Light[1].Enabled, 6 ) 222 TCL_CHECK( tcl_lit2_add6, ctx->Light.Enabled && ctx->Light.Light[2].Enabled, 6 ) 223 TCL_CHECK( tcl_lit3_add6, ctx->Light.Enabled && ctx->Light.Light[3].Enabled, 6 ) 224 TCL_CHECK( tcl_lit4_add6, ctx->Light.Enabled && ctx->Light.Light[4].Enabled, 6 ) 225 TCL_CHECK( tcl_lit5_add6, ctx->Light.Enabled && ctx->Light.Light[5].Enabled, 6 ) 226 TCL_CHECK( tcl_lit6_add6, ctx->Light.Enabled && ctx->Light.Light[6].Enabled, 6 ) [all …]
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/external/mesa3d/src/mesa/tnl_dd/ |
D | t_dd_dmatmp.h | 319 } else if (ctx->Light.ShadeModel == GL_SMOOTH || in TAG() 320 ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION) { in TAG() 335 if (ctx->Light.ShadeModel == GL_SMOOTH) { in TAG() 373 if (ctx->Light.ShadeModel == GL_SMOOTH || in TAG() 374 ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION) { in TAG() 466 ok = (HAVE_POLYGONS) || ctx->Light.ShadeModel == GL_SMOOTH || in TAG() 467 ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION; in TAG() 470 ok = VB->Elts || ctx->Light.ShadeModel == GL_SMOOTH; in TAG() 473 ok = ctx->Light.ShadeModel == GL_SMOOTH || in TAG() 474 ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION; in TAG()
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/external/python/cpython2/Tools/pynche/ |
D | namedcolors.txt | 47 Light Blue #C0D9D9 48 Light Grey #A8A8A8 49 Light Steel Blue #8F8FBD 50 Light Wood #E9C2A6 96 Very Light Grey #CDCDCD
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/external/python/cpython3/Tools/pynche/ |
D | namedcolors.txt | 47 Light Blue #C0D9D9 48 Light Grey #A8A8A8 49 Light Steel Blue #8F8FBD 50 Light Wood #E9C2A6 96 Very Light Grey #CDCDCD
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/ |
D | SkinnedFragShader.fsh | 6 varying mediump vec3 Light; 20 mediump float fNDotL = dot((fNormal - 0.5) * 2.0, Light); 25 gl_FragColor = texture2D(sTexture, TexCoord) * Light.x;
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/external/mesa3d/prebuilt-intermediates/main/ |
D | get_hash.h | 74 { GL_CLAMP_VERTEX_COLOR, CONTEXT_ENUM(Light.ClampVertexColor), extra_ARB_color_buffer_float }, 98 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA }, 99 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA }, 100 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA }, 101 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA }, 102 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA }, 103 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA }, 104 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA }, 105 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA }, 106 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA }, [all …]
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