/external/pdfium/xfa/fxgraphics/ |
D | cxfa_gecolor.cpp | 20 CXFA_GEColor::CXFA_GEColor(CXFA_GEShading* shading) in CXFA_GEColor() argument 22 m_pointer.shading = shading; in CXFA_GEColor() 41 m_pointer.shading = that.m_pointer.shading; in operator =()
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D | cxfa_gecolor.h | 21 explicit CXFA_GEColor(CXFA_GEShading* shading); 36 return m_pointer.shading; in GetShading() 46 CXFA_GEShading* shading; member
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/external/deqp/framework/referencerenderer/ |
D | design.txt | 9 - must support vertex shading -> custom position transformations 10 - flat, noperspective shading 12 - faster shading? move packet loop inside shader 14 - can be extended for tessellation and geometry shading 62 + primitive list for rasterization / geometry shading
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/external/pdfium/xfa/fxfa/parser/ |
D | cxfa_radial.cpp | 69 CXFA_GEShading shading(rtFill.Center(), rtFill.Center(), 0, endRadius, true, in Draw() local 73 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
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D | cxfa_linear.cpp | 85 CXFA_GEShading shading(ptStart, ptEnd, false, false, crStart, crEnd); in Draw() local 88 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
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/external/libxcam/ |
D | METADATA | 8 "Other shading language supports are in roadmap."
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D | ChangeLog | 6 - enable lens shading correction based on fisheye image.
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/external/virglrenderer/docs/ |
D | GL-status.txt | 27 - Enhanced per-sample shading
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/external/pdfium/xfa/fwl/theme/ |
D | cfwl_widgettp.cpp | 155 CXFA_GEShading shading(begPoint, endPoint, false, false, beginColor, in DrawAxialShading() local 158 pGraphics->SetFillColor(CXFA_GEColor(&shading)); in DrawAxialShading()
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/external/skqp/site/dev/design/conical/ |
D | index.md | 16 We present a fast shading algorithm (compared to bruteforcely solving the quadratic equation of 142 before the shading stage. The two if decisions $\hat x^2 - \hat y^2 < 0$ and $\hat x^t < 0$ can 143 also be omitted by precomputing the shading area that never violates those conditions. 145 The number of operations per shading is thus: 153 In comparison, for $r_1 \neq 1$ case, our current raster pipeline shading algorithm (which shall
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/external/skia/site/dev/design/conical/ |
D | index.md | 16 We present a fast shading algorithm (compared to bruteforcely solving the quadratic equation of 142 before the shading stage. The two if decisions $\hat x^2 - \hat y^2 < 0$ and $\hat x^t < 0$ can 143 also be omitted by precomputing the shading area that never violates those conditions. 145 The number of operations per shading is thus: 153 In comparison, for $r_1 \neq 1$ case, our current raster pipeline shading algorithm (which shall
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/external/mesa3d/src/gallium/docs/source/cso/ |
D | rasterizer.rst | 8 multisample state, scissoring and flat/smooth shading. 53 The actual interpolated shading algorithm is obviously 62 :ref:`Draw` can implement flat shading by copying the provoking vertex
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/external/walt/docs/ |
D | ChromeOS.md | 33 `PD_screen` and `PD_laser` are the light sensors (photodiodes), shading them or exposing to light s…
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/external/deqp/external/openglcts/docs/specs/ |
D | CTS_ARB_gl_spirv.txt | 49 - Create GLSL shader for each shading stage. Each stage should receive color 67 - Create GLSL shader for at least two shading stages. Use glslang to compile
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/external/deqp/doc/testspecs/GLES31/ |
D | functional.sample_shading.txt | 19 Sample shading tests
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D | functional.shaders.multisample_interpolation.txt | 46 sample shading test specification, the result image should contain numSamples +
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D | functional.tessellation_geometry_interaction.txt | 27 geometry shading stages.
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D | functional.shaders.sample_variables.txt | 81 shading value set to 50%, i.e. there should be AT LEAST one invocation per two
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/external/swiftshader/docs/ |
D | Index.md | 21 …e and shaders used by each draw call. Its syntax closely resembles C and shading languages, to mak…
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/external/skqp/src/sksl/ |
D | README | 5 internal shading language. SkSL is, at its heart, a single standardized version
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/external/skia/src/sksl/ |
D | README | 5 internal shading language. SkSL is, at its heart, a single standardized version
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/external/mesa3d/src/util/xmlpool/ |
D | es.po | 162 msgstr "Un filtro de postprocesamiento para aplicar cel shading a la salida"
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D | ca.po | 180 msgstr "Un filtre de postprocessament per a aplicar cel shading a la sortida"
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/external/mesa3d/src/gallium/docs/source/ |
D | screen.rst | 194 shading. The context->set_min_samples function will be expected to be 269 by GL3-level sample shading (ARB_sample_shading). GL4-level sample shading
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/external/mesa3d/docs/ |
D | VERSIONS | 351 - feedback triangle colors were wrong when using smooth shading 487 - fixed shading/material bug when drawing long primitive strips 633 - fixed lighting bug in Keith's new shading code 684 - fixed Loki's 3dfx smooth/flat shading bug in SoF 704 - GL_NICEST fog didn't always work with flat shading
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