Home
last modified time | relevance | path

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

/external/mesa3d/src/mesa/tnl_dd/
Dt_dd_vertex.h55 TAG(_color_t) specular;
64 TAG(_color_t) specular;
/external/skqp/src/effects/
DSkEmbossMask.cpp49 int specular = light.fSpecular; in Emboss() local
99 for (int i = specular >> 4; i > 0; --i) { in Emboss()
DSkEmbossMaskFilter.cpp22 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument
34 light.fSpecular = static_cast<U8CPU>(SkScalarPin(specular, 0, 16) * kSpecularMultiplier + 0.5); in MakeEmboss()
/external/skia/src/effects/
DSkEmbossMask.cpp49 int specular = light.fSpecular; in Emboss() local
99 for (int i = specular >> 4; i > 0; --i) { in Emboss()
DSkEmbossMaskFilter.cpp42 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument
54 light.fSpecular = static_cast<U8CPU>(SkScalarPin(specular, 0, 16) * kSpecularMultiplier + 0.5); in MakeEmboss()
/external/swiftshader/src/Shader/
DPixelPipeline.hpp26 …PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), l… in PixelPipeline()
38 Vector4s &specular; member in sw::PixelPipeline
60 void specularPixel(Vector4s &current, Vector4s &specular);
DPixelPipeline.cpp30 …if(state.color[1].component & 0x1) specular.x = convertFixed12(v[1].x); else specular.x = Short4(0… in setBuiltins()
31 …if(state.color[1].component & 0x2) specular.y = convertFixed12(v[1].y); else specular.y = Short4(0… in setBuiltins()
32 …if(state.color[1].component & 0x4) specular.z = convertFixed12(v[1].z); else specular.z = Short4(0… in setBuiltins()
33 …if(state.color[1].component & 0x8) specular.w = convertFixed12(v[1].w); else specular.w = Short4(0… in setBuiltins()
58 specularPixel(current, specular); in fixedFunction()
449 case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break; in blendTexture()
462 case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break; in blendTexture()
475 case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break; in blendTexture()
821 case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break; in blendTexture()
834 case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break; in blendTexture()
[all …]
DVertexPipeline.cpp215 Vector4f specular = v[Color1]; in pipeline() local
217 o[C1].x = specular.x; in pipeline()
218 o[C1].y = specular.y; in pipeline()
219 o[C1].z = specular.z; in pipeline()
220 o[C1].w = specular.w; in pipeline()
/external/vulkan-validation-layers/libs/glm/detail/
Ddummy.cpp42 glm::vec4 specular; // Scm member
49 glm::vec4 specular; // Scli member
/external/mesa3d/src/mesa/swrast/
Ds_lines.c227 GLboolean specular = (ctx->Fog.ColorSumEnabled || in _swrast_choose_line() local
240 || specular) { in _swrast_choose_line()
/external/skqp/include/effects/
DSkBlurMaskFilter.h64 SkScalar ambient, SkScalar specular);
/external/skia/include/effects/
DSkBlurMaskFilter.h64 SkScalar ambient, SkScalar specular);
/external/mesa3d/src/gallium/drivers/svga/svgadump/
Dsvga_dump.c474 _debug_printf("\t\t.material.specular[0] = %f\n", (*cmd).material.specular[0]); in dump_SVGA3dCmdSetMaterial()
475 _debug_printf("\t\t.material.specular[1] = %f\n", (*cmd).material.specular[1]); in dump_SVGA3dCmdSetMaterial()
476 _debug_printf("\t\t.material.specular[2] = %f\n", (*cmd).material.specular[2]); in dump_SVGA3dCmdSetMaterial()
477 _debug_printf("\t\t.material.specular[3] = %f\n", (*cmd).material.specular[3]); in dump_SVGA3dCmdSetMaterial()
518 _debug_printf("\t\t.data.specular[0] = %f\n", (*cmd).data.specular[0]); in dump_SVGA3dCmdSetLightData()
519 _debug_printf("\t\t.data.specular[1] = %f\n", (*cmd).data.specular[1]); in dump_SVGA3dCmdSetLightData()
520 _debug_printf("\t\t.data.specular[2] = %f\n", (*cmd).data.specular[2]); in dump_SVGA3dCmdSetLightData()
521 _debug_printf("\t\t.data.specular[3] = %f\n", (*cmd).data.specular[3]); in dump_SVGA3dCmdSetLightData()
/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.c1176 struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR); in build_lighting() local
1219 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1); in build_lighting()
1223 release_temp(p, specular); in build_lighting()
1231 struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR); in build_lighting() local
1278 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1); in build_lighting()
1286 release_temp(p, specular); in build_lighting()
/external/mesa3d/src/gallium/drivers/svga/include/
Dsvga3d_cmd.h399 float specular[4]; member
895 float specular[4]; member
/external/swiftshader/src/OpenGL/libGLES_CM/
DContext.cpp181 light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f}; in Context()
190 light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f}; in Context()
653 light[index].specular = {r, g, b, a}; in setLightSpecular()
1971 …ecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue,… in applyState()
DContext.h137 Color specular; member
/external/mesa3d/docs/relnotes/
D3.594 Allows specifying the secondary (specular) color for each vertex
/external/mesa3d/src/mesa/program/
Dprogram_lexer.l281 {dot}specular { return SPECULAR; }
/external/mesa3d/src/gallium/state_trackers/nine/
Dnine_ff.c115 uint32_t specular : 1; member
1374 if (key->specular) in nine_ff_build_ps()
1495 if (key->specular) in nine_ff_build_ps()
1820 key.specular = !!context->rs[D3DRS_SPECULARENABLE]; in nine_ff_get_ps()
/external/swiftshader/src/D3D8/
DDirect3DDevice8.cpp4624 sw::Color<float> specular(l.Specular.r, l.Specular.g, l.Specular.b, l.Specular.a); in bindLights() local
4629 renderer->setLightSpecular(active, specular); in bindLights()
/external/swiftshader/src/D3D9/
DDirect3DDevice9.cpp5945 sw::Color<float> specular(l.Specular.r, l.Specular.g, l.Specular.b, l.Specular.a); in bindLights() local
5950 renderer->setLightSpecular(active, specular); in bindLights()
/external/mesa3d/docs/
DVERSIONS301 - fixed FP underflow exception in lighting (specular exponent)
/external/mesa3d/src/gallium/docs/source/
Dtgsi.rst2994 color while color[1] may be the specular color.