Searched refs:vertex (Results 1 - 22 of 22) sorted by relevance

/frameworks/base/libs/hwui/
H A DVertex.h26 * Simple structure to describe a vertex with a position and a texture.
40 static inline void set(Vertex* vertex, float x, float y) { argument
41 vertex[0].position[0] = x;
42 vertex[0].position[1] = y;
45 static inline void set(Vertex* vertex, vec2 val) { argument
46 set(vertex, val.x, val.y);
49 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { argument
50 set(vertex, src.position[0] + x, src.position[1] + y);
56 * Simple structure to describe a vertex with a position and texture UV.
62 static inline void set(TextureVertex* vertex, floa argument
69 setUV(TextureVertex* vertex, float u, float v) argument
81 set(ColorTextureVertex* vertex, float x, float y, float u, float v, int color) argument
99 set(AlphaVertex* vertex, float x, float y, float alpha) argument
104 copyWithOffset(AlphaVertex* vertex, const AlphaVertex& src, float x, float y) argument
110 setColor(AlphaVertex* vertex, float alpha) argument
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H A DPatch.cpp80 TextureVertex* vertex = tempVertices; local
143 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
155 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
170 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, argument
195 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
206 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
210 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, argument
238 TextureVertex::set(vertex++, x1, y1, u1, v1);
239 TextureVertex::set(vertex++, x2, y1, u2, v1);
240 TextureVertex::set(vertex
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H A DPatch.h63 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
66 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
H A DProgram.cpp32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument
40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
H A DDisplayListOp.h225 // NOTE: requires at least 1 vertex, and doesn't account for stroke size (should be handled in
772 TextureVertex* vertex = &vertices[0]; local
790 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, top);
791 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
792 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
794 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom);
795 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top);
796 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom);
1006 TextureVertex* vertex = &vertices[0]; local
1030 TextureVertex::set(vertex
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H A DOpenGLRenderer.cpp1378 Vertex* vertex = mesh; local
1383 Vertex::set(vertex++, bounds->left, bounds->top);
1384 Vertex::set(vertex++, bounds->right, bounds->top);
1385 Vertex::set(vertex++, bounds->left, bounds->bottom);
1386 Vertex::set(vertex++, bounds->right, bounds->bottom);
2168 // to the vertex shader. The save/restore is a bit overkill.
2219 ColorTextureVertex* vertex = mesh; local
2253 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2254 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2255 ColorTextureVertex::set(vertex
3347 Vertex* vertex = mesh; local
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H A DProgram.h100 * determine the generation of both the vertex and fragment shaders.
137 bool isAA; // drawing with a per-vertex alpha
302 * A program holds a vertex and a fragment shader. It offers several utility
313 * Creates a new program with the specified vertex and fragment
316 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
H A DPathTessellator.cpp78 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
79 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
335 // generate alpha points - fill Alpha vertex gaps in between each point with
336 // alpha 0 vertex, offset by a scaled normal.
535 * rows starting with 'a)' denote the Butt or Square cap vertex use, 'b)' denote Round
537 * 'middlePts' is (number of points in the unclosed input vertex list, minus 2) times two
739 // path was empty, return without allocating vertex buffer
782 static void expandRectToCoverVertex(SkRect& rect, const Vertex& vertex) { argument
783 expandRectToCoverVertex(rect, vertex.position[0], vertex
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/frameworks/rs/driver/
H A DrsdPath.h25 const android::renderscript::Allocation *vertex,
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DProgram.h32 * Abstracts a GLSL program comprising a vertex and fragment shader
39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
H A DProgram.cpp28 Program::Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment) argument
30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/native/opengl/libagl/
H A Darray.cpp24 #include "vertex.h"
107 c->arrays.vertex.size = 4;
108 c->arrays.vertex.type = GL_FLOAT;
438 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break;
534 // vertex cache size must be multiple of 1
571 // vertex cache size must be multiple of 1
593 // copy back the last processed vertex
619 // vertex cache size must be multiple of 2
661 // vertex cache size must be multiple of 2. This is extremely important
715 // vertex cach
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H A DAndroid.mk23 vertex.cpp.arm
H A Dcontext.h141 size_t index; // cache tag, and vertex index
197 array_t vertex; member in struct:android::gl::array_machine_t
H A Dmatrix.cpp25 #include "vertex.h"
106 if ((c->arrays.vertex.size != 4) &&
139 // We need to update the mvp (used to transform each vertex)
721 #pragma mark matrix * vertex
H A Dprimitives.cpp26 #include "vertex.h"
223 if (ggl_likely(c->arrays.vertex.enable)) {
884 // clipping, except for the computation of the distance (vertex, plane)
886 // new vertex we create.
899 // previous vertex, compute distance to the plane
903 // clip each vertex against this plane...
965 // previous vertex, compute distance to the plane
968 // clip each vertex against this plane...
/frameworks/rs/
H A DrsProgramVertex.cpp30 mRSC->mHal.funcs.vertex.init(mRSC, this, mUserShader, mUserShaderLen,
35 mRSC->mHal.funcs.vertex.destroy(mRSC, this);
64 rsc->mHal.funcs.vertex.setActive(rsc, this);
H A Drsg.spec82 param RsAllocation vertex
H A Drs_hal.h245 } vertex; member in struct:android::renderscript::__anon1650
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
H A DGLTextureViewActivity.java280 private static int buildProgram(String vertex, String fragment) { argument
281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/ex/carousel/java/com/android/ex/carousel/
H A Dcarousel.rs1555 for (int vertex = 0; vertex < 4; vertex++) {
1556 float4 tmp = rsMatrixMultiply(&matrix, cardVertices[vertex]);
1558 p[vertex].x = tmp.x;
1559 p[vertex].y = tmp.y;
1560 p[vertex].z = tmp.z;
1561 p[vertex] *= 1.0f / tmp.w;
/frameworks/base/packages/SystemUI/src/com/android/systemui/
H A DImageWallpaper.java537 private int buildProgram(String vertex, String fragment) { argument
538 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);

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