Searched defs:vtx (Results 1 - 11 of 11) sorted by path

/frameworks/base/graphics/java/android/renderscript/
H A DPath.java44 Path(int id, RenderScript rs, Primitive p, Allocation vtx, Allocation loop, float q) { argument
46 mVertexBuffer = vtx;
69 public static Path createStaticPath(RenderScript rs, Primitive p, float quality, Allocation vtx) { argument
70 int id = rs.nPathCreate(p.mID, false, vtx.getID(rs), 0, quality);
75 public static Path createStaticPath(RenderScript rs, Primitive p, float quality, Allocation vtx, Allocation loops) { argument
79 public static Path createDynamicPath(RenderScript rs, Primitive p, float quality, Allocation vtx) { argument
83 public static Path createDynamicPath(RenderScript rs, Primitive p, float quality, Allocation vtx, Allocation loops) { argument
H A DRenderScript.java657 native int rsnMeshCreate(int con, int[] vtx, int[] idx, int[] prim); argument
658 synchronized int nMeshCreate(int[] vtx, int[] idx, int[] prim) { argument
660 return rsnMeshCreate(mContext, vtx, idx, prim);
683 native int rsnPathCreate(int con, int prim, boolean isStatic, int vtx, int loop, float q); argument
684 synchronized int nPathCreate(int prim, boolean isStatic, int vtx, int loop, float q) { argument
686 return rsnPathCreate(mContext, prim, isStatic, vtx, loop, q);
/frameworks/base/services/java/com/android/server/power/
H A DElectronBeam.java345 private static void setVStretchQuad(FloatBuffer vtx, float dw, float dh, float a) { argument
350 setQuad(vtx, x, y, w, h);
353 private static void setHStretchQuad(FloatBuffer vtx, float dw, float dh, float a) { argument
358 setQuad(vtx, x, y, w, h);
361 private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) { argument
365 vtx.put(0, x);
366 vtx.put(1, y);
367 vtx.put(2, x);
368 vtx.put(3, y + h);
369 vtx
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/frameworks/native/opengl/libagl/
H A Dprimitives.cpp393 vertex_t* const vtx[3] = { v0, v1, v2 }; local
401 vertex_t* const v = vtx[j];
/frameworks/native/opengl/tests/gl_perf/
H A Dfill_common.cpp159 static const float vtx[] = { local
185 glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
/frameworks/rs/driver/
H A DrsdPath.cpp53 DrvPathStatic(const Allocation *vtx, const Allocation *loops);
73 const Allocation *vtx, const Allocation *loops) {
77 DrvPathStatic *dps = new DrvPathStatic(vtx, loops);
112 DrvPathStatic::DrvPathStatic(const Allocation *vtx, const Allocation *loops) { argument
113 mSegmentCount = vtx->getType()->getDimX() / 3;
116 const float *fin = (const float *)vtx->getPtr();
140 float vtx[12]; local
153 attribs[0].set(GL_FLOAT, 2, 8, false, (uint32_t)vtx, "ATTRIB_position");
162 vtx[0] = s->x1;
163 vtx[
72 rsdPathInitStatic(const Context *rsc, const Path *m, const Allocation *vtx, const Allocation *loops) argument
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H A DrsdRuntimeStubs.cpp252 float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4}; local
256 attribs[0].set(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "ATTRIB_position");
H A DrsdShaderCache.cpp70 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) { argument
72 for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
109 RsdShader *vtx = mVertex; local
112 uint32_t vID = vtx->getStateBasedShaderID(rsc);
121 if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
132 ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
133 vtx->getUniformCount(),
137 e->vtx = vID;
172 e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct));
173 e->vtxAttrs[ct].name = vtx
[all...]
H A DrsdShaderCache.h100 uint32_t numFragUnis) : vtx(0), frag(0), program(0), vtxAttrCount(0),
133 uint32_t vtx; member in struct:RsdShaderCache::ProgramEntry
145 bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag);
/frameworks/rs/
H A DrsMesh.cpp273 RsAllocation * vtx, size_t vtxCount,
281 sm->setVertexBuffer((Allocation*)vtx[i], i);
272 rsi_MeshCreate(Context *rsc, RsAllocation * vtx, size_t vtxCount, RsAllocation * idx, size_t idxCount, uint32_t * primType, size_t primTypeCount) argument
H A DrsPath.cpp28 Allocation *vtx, Allocation *loops, float quality)
36 rsc->mHal.funcs.path.initStatic(rsc, this, vtx, loops);
74 RsAllocation vtx, RsAllocation loops, float quality) {
75 return new Path(rsc, pp, isStatic, (Allocation *)vtx, (Allocation *)loops, quality);
27 Path(Context *rsc, RsPathPrimitive pp, bool isStatic, Allocation *vtx, Allocation *loops, float quality) argument
73 rsi_PathCreate(Context *rsc, RsPathPrimitive pp, bool isStatic, RsAllocation vtx, RsAllocation loops, float quality) argument

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