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Searched refs:shading (Results 1 – 25 of 32) sorted by relevance

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/external/pdfium/xfa/fxgraphics/
Dcxfa_gecolor.cpp20 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 =()
Dcxfa_gecolor.h21 explicit CXFA_GEColor(CXFA_GEShading* shading);
36 return m_pointer.shading; in GetShading()
46 CXFA_GEShading* shading; member
/external/deqp/framework/referencerenderer/
Ddesign.txt9 - 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
/external/pdfium/xfa/fxfa/parser/
Dcxfa_radial.cpp69 CXFA_GEShading shading(rtFill.Center(), rtFill.Center(), 0, endRadius, true, in Draw() local
73 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
Dcxfa_linear.cpp85 CXFA_GEShading shading(ptStart, ptEnd, false, false, crStart, crEnd); in Draw() local
88 pGS->SetFillColor(CXFA_GEColor(&shading)); in Draw()
/external/libxcam/
DMETADATA8 "Other shading language supports are in roadmap."
DChangeLog6 - enable lens shading correction based on fisheye image.
/external/virglrenderer/docs/
DGL-status.txt27 - Enhanced per-sample shading
/external/pdfium/xfa/fwl/theme/
Dcfwl_widgettp.cpp155 CXFA_GEShading shading(begPoint, endPoint, false, false, beginColor, in DrawAxialShading() local
158 pGraphics->SetFillColor(CXFA_GEColor(&shading)); in DrawAxialShading()
/external/skqp/site/dev/design/conical/
Dindex.md16 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
/external/skia/site/dev/design/conical/
Dindex.md16 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
/external/mesa3d/src/gallium/docs/source/cso/
Drasterizer.rst8 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
/external/walt/docs/
DChromeOS.md33 `PD_screen` and `PD_laser` are the light sensors (photodiodes), shading them or exposing to light s…
/external/deqp/external/openglcts/docs/specs/
DCTS_ARB_gl_spirv.txt49 - 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
/external/deqp/doc/testspecs/GLES31/
Dfunctional.sample_shading.txt19 Sample shading tests
Dfunctional.shaders.multisample_interpolation.txt46 sample shading test specification, the result image should contain numSamples +
Dfunctional.tessellation_geometry_interaction.txt27 geometry shading stages.
Dfunctional.shaders.sample_variables.txt81 shading value set to 50%, i.e. there should be AT LEAST one invocation per two
/external/swiftshader/docs/
DIndex.md21 …e and shaders used by each draw call. Its syntax closely resembles C and shading languages, to mak…
/external/skqp/src/sksl/
DREADME5 internal shading language. SkSL is, at its heart, a single standardized version
/external/skia/src/sksl/
DREADME5 internal shading language. SkSL is, at its heart, a single standardized version
/external/mesa3d/src/util/xmlpool/
Des.po162 msgstr "Un filtro de postprocesamiento para aplicar cel shading a la salida"
Dca.po180 msgstr "Un filtre de postprocessament per a aplicar cel shading a la sortida"
/external/mesa3d/src/gallium/docs/source/
Dscreen.rst194 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
/external/mesa3d/docs/
DVERSIONS351 - 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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