Searched defs:vertices (Results 1 - 23 of 23) sorted by relevance

/frameworks/base/libs/hwui/
H A DPatch.h50 std::unique_ptr<TextureVertex[]> vertices; member in class:android::uirenderer::Patch
H A DBakedOpRenderer.cpp189 std::vector<Vertex> vertices; local
190 vertices.reserve(count);
191 Vertex* vertex = vertices.data();
212 .setMeshIndexedQuads(vertices.data(), count / 4)
H A DGlop.h111 } vertices; member in struct:android::uirenderer::Glop::Mesh
H A DAmbientShadow.cpp18 * Extra vertices for the corner for smoother corner.
19 * Only for outer vertices.
22 // For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
27 // therefore, the maximum number of extra vertices will be twice bigger.
34 * Extra vertices for the Edge for interpolation artifacts.
35 * Same value for both inner and outer vertices.
49 // edge vertices.
68 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) { argument
70 Vector2 currentVertex = {vertices[current].x, vertices[curren
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H A DGlopBuilder.cpp78 mOutGlop->mesh.vertices = {vbo, VertexAttribFlags::TextureCoord,
90 mOutGlop->mesh.vertices = {mRenderState.meshState().getUnitQuadVBO(),
102 // can't use unit quad VBO, so build UV vertices manually
110 mOutGlop->mesh.vertices = {mRenderState.meshState().getUnitQuadVBO(),
131 mOutGlop->mesh.vertices = {0,
146 mOutGlop->mesh.vertices = {
157 mOutGlop->mesh.vertices = {0,
173 mOutGlop->mesh.vertices = {0,
193 mOutGlop->mesh.vertices = {0,
210 mOutGlop->mesh.vertices
657 const Glop::Mesh::Vertices& vertices = glop.mesh.vertices; local
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H A DMatrix.cpp477 float vertices[] = {r.left, r.top, r.right, r.top, r.right, r.bottom, r.left, r.bottom}; local
482 float px = vertices[i];
483 float py = vertices[i + 1];
490 vertices[i] = x * z;
491 vertices[i + 1] = y * z;
494 r.left = r.right = vertices[0];
495 r.top = r.bottom = vertices[1];
498 x = vertices[i];
499 y = vertices[i + 1];
H A DRecordedOp.h219 BitmapMeshOp(BASE_PARAMS, Bitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, argument
225 , vertices(vertices)
230 const float* vertices; member in struct:android::uirenderer::BitmapMeshOp
354 SimpleRectsOp(BASE_PARAMS, Vertex* vertices, size_t vertexCount) argument
355 : SUPER(SimpleRectsOp), vertices(vertices), vertexCount(vertexCount) {}
356 Vertex* vertices; member in struct:android::uirenderer::SimpleRectsOp
H A DSkiaCanvasProxy.cpp183 void SkiaCanvasProxy::onDrawVerticesObject(const SkVertices* vertices, SkBlendMode bmode, argument
188 mCanvas->drawVertices(vertices, bmode, paint);
H A DBakedOpDispatcher.cpp39 static void storeTexturedRect(TextureVertex* vertices, const Rect& bounds) { argument
40 vertices[0] = {bounds.left, bounds.top, 0, 0};
41 vertices[1] = {bounds.right, bounds.top, 1, 0};
42 vertices[2] = {bounds.left, bounds.bottom, 0, 1};
43 vertices[3] = {bounds.right, bounds.bottom, 1, 1};
55 TextureVertex vertices[opList.count * 4]; local
58 TextureVertex* rectVerts = &vertices[i * 4];
77 .setMeshTexturedIndexedQuads(vertices, opList.count * 6)
94 // of vertices we need in the new mesh
111 TextureVertex vertices[totalVertice local
473 const float* vertices = op.vertices; local
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H A DRecordingCanvas.cpp480 const float* vertices, const int* colors,
484 calcBoundsOfPoints(vertices, vertexCount * 2), *(mState.currentSnapshot()->transform),
486 refBuffer<float>(vertices, vertexCount * 2), // 2 floats per vertex
479 drawBitmapMesh(Bitmap& bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
H A DPathTessellator.cpp83 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
204 * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a
207 * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip
208 * (for a total of perimeter.size() * 2 + 2 vertices)
262 * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except:
264 * 1 - Doesn't need to wrap around, since the input vertices are unclosed
266 * 2 - can zig-zag across 'extra' vertices at either end, to create round caps
269 const std::vector<Vertex>& vertices,
272 const int allocSize = (vertices.size() + extra) * 2;
275 const int lastIndex = vertices
268 getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument
402 storeCapAA(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) argument
561 getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument
883 reverseVectorIfNotClockwise(std::vector<Vertex>& vertices) argument
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H A DSkiaCanvas.cpp536 void SkiaCanvas::drawVertices(const SkVertices* vertices, SkBlendMode mode, const SkPaint& paint) { argument
537 mCanvas->drawVertices(vertices, mode, paint);
602 const float* vertices, const int* colors, const SkPaint* paint) {
610 memcpy(builder.positions(), vertices, ptCount * sizeof(SkPoint));
601 drawBitmapMesh(Bitmap& bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
/frameworks/native/libs/gui/tests/
H A DMultiTextureConsumer_test.cpp114 GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} }; local
115 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/linetex/
H A Dlinetex.cpp85 const GLfloat vertices[4][2] = { local
104 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/base/libs/hwui/renderstate/
H A DMeshState.cpp68 ALOGD("MeshState vertices: vertex data %p, stride %d", mCurrentPositionPointer,
120 void MeshState::bindPositionVertexPointer(const GLvoid* vertices, GLsizei stride) { argument
121 // update pos coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
122 if (mCurrentBuffer == 0 || vertices != mCurrentPositionPointer ||
124 glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices);
125 mCurrentPositionPointer = vertices;
130 void MeshState::bindTexCoordsVertexPointer(const GLvoid* vertices, GLsizei stride) { argument
131 // update tex coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
132 if (mCurrentBuffer == 0 || vertices != mCurrentTexCoordsPointer ||
134 glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices);
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H A DRenderState.cpp248 const Glop::Mesh::Vertices& vertices = mesh.vertices; local
305 // vertices
306 meshState().bindMeshBuffer(vertices.bufferObject);
307 meshState().bindPositionVertexPointer(vertices.position, vertices.stride);
333 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
335 meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
340 if (vertices
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/frameworks/native/opengl/tests/fillrate/
H A Dfillrate.cpp96 const GLfloat vertices[4][2] = { local
119 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/av/cmds/screenrecord/
H A DProgram.cpp230 const float* vertices, const float* texes, size_t count) const {
235 err = beforeDraw(texName, texMatrix, vertices, texes, false);
244 const float* vertices, const float* texes, bool invert) const {
261 glVertexAttribPointer(maPositionLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
229 drawTriangles(GLuint texName, const float* texMatrix, const float* vertices, const float* texes, size_t count) const argument
243 beforeDraw(GLuint texName, const float* texMatrix, const float* vertices, const float* texes, bool invert) const argument
/frameworks/native/opengl/tests/gl_jni/jni/
H A Dgl_code.cpp156 const GLfloat vertices[] = { local
171 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/tritex/
H A Dtritex.cpp229 const GLfloat vertices[] = { local
250 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/gl_basic/
H A Dgl_basic.cpp370 const GLfloat vertices[] = { local
386 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/angeles/
H A Ddemo.c116 static GLOBJECT * newGLObject(long vertices, int vertexComponents, argument
123 result->count = vertices;
125 result->vertexArray = (GLfixed *)malloc(vertices * vertexComponents *
127 result->colorArray = (GLubyte *)malloc(vertices * 4 * sizeof(GLubyte));
130 result->normalArray = (GLfixed *)malloc(vertices * 3 *
207 const long vertices = triangleCount * 3; local
213 result = newGLObject(vertices, 3, 1);
338 // Set number of vertices in object to the actual amount created.
351 const long vertices = triangleCount * 3; local
356 result = newGLObject(vertices,
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/frameworks/base/graphics/java/android/graphics/
H A DColorSpace.java3124 * @param primaries The triangle's vertices, as RGB primaries in an array of 6 floats
3156 * 3 vertices, is contained within another 2D triangle, also identified
3157 * by the 6 coordinates of its 3 vertices.
3160 * is contained within the triangle XYZ formed by the 3 vertices at
3215 // Translate the vertices p1 in the coordinates system
3216 // with the vertices p2 as the origin
4097 float[] vertices = new float[vertexCount * 2];
4098 int[] colors = new int[vertices.length];
4099 computeChromaticityMesh(vertices, colors);
4101 if (mUcs) xyYToUv(vertices);
4347 computeChromaticityMesh(@onNull float[] vertices, @NonNull int[] colors) argument
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