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Searched refs:diffuse (Results 1 – 25 of 29) sorted by relevance

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/external/swiftshader/src/Shader/
DPixelPipeline.hpp26 …PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), l… in PixelPipeline()
37 Vector4s &diffuse; member in sw::PixelPipeline
DPixelPipeline.cpp25 …if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1… in setBuiltins()
26 …if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1… in setBuiltins()
27 …if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1… in setBuiltins()
28 …if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1… in setBuiltins()
38 current = diffuse; in fixedFunction()
448 case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break; in blendTexture()
461 case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break; in blendTexture()
474 case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break; in blendTexture()
697 …res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, diffuse.w) << 4; res.x = AddSat(res.x, ar… in blendTexture()
698 …res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, diffuse.w) << 4; res.y = AddSat(res.y, ar… in blendTexture()
[all …]
DVertexPipeline.cpp197 Vector4f diffuse = v[Color0]; in pipeline() local
199 o[C0].x = diffuse.x; in pipeline()
200 o[C0].y = diffuse.y; in pipeline()
201 o[C0].z = diffuse.z; in pipeline()
202 o[C0].w = diffuse.w; in pipeline()
/external/deqp-deps/glslang/Test/baseResults/
D140.vert.out47 …4-component vector of float ambient, global 4-component vector of float diffuse, global 4-compon…
48 …4-component vector of float ambient, global 4-component vector of float diffuse, global 4-compon…
186 …4-component vector of float ambient, global 4-component vector of float diffuse, global 4-compon…
187 …4-component vector of float ambient, global 4-component vector of float diffuse, global 4-compon…
D130.vert.out127 …4-component vector of float ambient, global 4-component vector of float diffuse, global 4-compon…
128 …4-component vector of float ambient, global 4-component vector of float diffuse, global 4-compon…
/external/skia/src/shaders/
DSkLightingShader.cpp363 SkPMColor diffuse[BUFFER_MAX]; in shadeSpan() local
374 fDiffuseContext->shadeSpan(x, y, diffuse, n); in shadeSpan()
379 diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); in shadeSpan()
/external/skqp/src/shaders/
DSkLightingShader.cpp365 SkPMColor diffuse[BUFFER_MAX]; in shadeSpan() local
376 fDiffuseContext->shadeSpan(x, y, diffuse, n); in shadeSpan()
381 diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); in shadeSpan()
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
DVertShader.vsh32 // Simple diffuse lighting in model space
/external/mesa3d/src/gallium/drivers/svga/svgadump/
Dsvga_dump.c466 _debug_printf("\t\t.material.diffuse[0] = %f\n", (*cmd).material.diffuse[0]); in dump_SVGA3dCmdSetMaterial()
467 _debug_printf("\t\t.material.diffuse[1] = %f\n", (*cmd).material.diffuse[1]); in dump_SVGA3dCmdSetMaterial()
468 _debug_printf("\t\t.material.diffuse[2] = %f\n", (*cmd).material.diffuse[2]); in dump_SVGA3dCmdSetMaterial()
469 _debug_printf("\t\t.material.diffuse[3] = %f\n", (*cmd).material.diffuse[3]); in dump_SVGA3dCmdSetMaterial()
514 _debug_printf("\t\t.data.diffuse[0] = %f\n", (*cmd).data.diffuse[0]); in dump_SVGA3dCmdSetLightData()
515 _debug_printf("\t\t.data.diffuse[1] = %f\n", (*cmd).data.diffuse[1]); in dump_SVGA3dCmdSetLightData()
516 _debug_printf("\t\t.data.diffuse[2] = %f\n", (*cmd).data.diffuse[2]); in dump_SVGA3dCmdSetLightData()
517 _debug_printf("\t\t.data.diffuse[3] = %f\n", (*cmd).data.diffuse[3]); in dump_SVGA3dCmdSetLightData()
/external/skqp/tests/
DSerializationTest.cpp591 SkBitmap diffuse = sk_tool_utils::create_checkerboard_bitmap( in DEF_TEST() local
597 SkRect bitmapBounds = SkRect::MakeIWH(diffuse.width(), diffuse.height()); in DEF_TEST()
613 sk_sp<SkShader> diffuseShader = SkShader::MakeBitmapShader(diffuse, in DEF_TEST()
/external/skia/tests/
DSerializationTest.cpp591 SkBitmap diffuse = sk_tool_utils::create_checkerboard_bitmap( in DEF_TEST() local
597 SkRect bitmapBounds = SkRect::MakeIWH(diffuse.width(), diffuse.height()); in DEF_TEST()
613 sk_sp<SkShader> diffuseShader = SkShader::MakeBitmapShader(diffuse, in DEF_TEST()
/external/mesa3d/src/gallium/drivers/i915/
DTODO19 We could also use diffuse/specular and pack two sets of 2D coords in a single
/external/mesa3d/src/mesa/main/
Dffvertex_prog.c1175 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); in build_lighting() local
1218 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0); in build_lighting()
1222 release_temp(p, diffuse); in build_lighting()
1230 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); in build_lighting() local
1277 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0); in build_lighting()
1285 release_temp(p, diffuse); in build_lighting()
/external/v8/benchmarks/
Dnavier-stokes.js157 function diffuse(b, x, x0, dt) function in FluidField
280 diffuse(0, x0, x, dt );
/external/mesa3d/src/gallium/drivers/svga/include/
Dsvga3d_cmd.h398 float diffuse[4]; member
893 float diffuse[4]; member
/external/swiftshader/src/OpenGL/libGLES_CM/
DContext.cpp180 light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f}; in Context()
189 light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f}; in Context()
648 light[index].diffuse = {r, g, b, a}; in setLightDiffuse()
1971 …tDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, … in applyState()
DContext.h136 Color diffuse; member
/external/mesa3d/src/mesa/program/
Dprogram_lexer.l244 {dot}diffuse { return DIFFUSE; }
/external/skqp/src/effects/imagefilters/
DSkLightingImageFilter.cpp1962 const GrDiffuseLightingEffect& diffuse = proc.cast<GrDiffuseLightingEffect>(); in onSetData() local
1963 pdman.set1f(fKDUni, diffuse.kd()); in onSetData()
/external/skia/src/effects/imagefilters/
DSkLightingImageFilter.cpp1964 const GrDiffuseLightingEffect& diffuse = proc.cast<GrDiffuseLightingEffect>(); in onSetData() local
1965 pdman.set1f(fKDUni, diffuse.kd()); in onSetData()
/external/deqp-deps/glslang/hlsl/
DhlslParseHelper.cpp4945 TIntermAggregate* diffuse = new TIntermAggregate(EOpMax); in decomposeIntrinsic() local
4946 diffuse->getSequence().push_back(n_dot_l); in decomposeIntrinsic()
4947 diffuse->getSequence().push_back(zero); in decomposeIntrinsic()
4948 diffuse->setLoc(loc); in decomposeIntrinsic()
4949 diffuse->setType(TType(EbtFloat)); in decomposeIntrinsic()
4950 dst->getSequence().push_back(diffuse); in decomposeIntrinsic()
/external/swiftshader/src/D3D8/
DDirect3DDevice8.cpp4623 sw::Color<float> diffuse(l.Diffuse.r, l.Diffuse.g, l.Diffuse.b, l.Diffuse.a); in bindLights() local
4628 renderer->setLightDiffuse(active, diffuse); in bindLights()
/external/swiftshader/src/D3D9/
DDirect3DDevice9.cpp5944 sw::Color<float> diffuse(l.Diffuse.r, l.Diffuse.g, l.Diffuse.b, l.Diffuse.a); in bindLights() local
5949 renderer->setLightDiffuse(active, diffuse); in bindLights()
/external/mesa3d/docs/
DVERSIONS1344 - GL_COLOR_MATERIAL with glColor3 didn't properly set diffuse alpha
/external/mesa3d/src/gallium/docs/source/
Dtgsi.rst3019 is used to distinguish them. For example, color[0] may be the diffuse

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