/frameworks/base/libs/hwui/ |
H A D | Vertex.h | 26 * 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 [all...] |
H A D | Patch.cpp | 80 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 [all...] |
H A D | Patch.h | 63 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, 66 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
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H A D | Program.cpp | 32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument 40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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H A D | DisplayListOp.h | 225 // 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 [all...] |
H A D | OpenGLRenderer.cpp | 1378 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 [all...] |
H A D | Program.h | 100 * 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);
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H A D | PathTessellator.cpp | 78 * 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 [all...] |
/frameworks/rs/driver/ |
H A D | rsdPath.h | 25 const android::renderscript::Allocation *vertex,
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/frameworks/native/services/surfaceflinger/RenderEngine/ |
H A D | Program.h | 32 * Abstracts a GLSL program comprising a vertex and fragment shader 39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
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H A D | Program.cpp | 28 Program::Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment) argument 30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/native/opengl/libagl/ |
H A D | array.cpp | 24 #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 [all...] |
H A D | Android.mk | 23 vertex.cpp.arm
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H A D | context.h | 141 size_t index; // cache tag, and vertex index 197 array_t vertex; member in struct:android::gl::array_machine_t
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H A D | matrix.cpp | 25 #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
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H A D | primitives.cpp | 26 #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...
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/frameworks/rs/ |
H A D | rsProgramVertex.cpp | 30 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);
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H A D | rsg.spec | 82 param RsAllocation vertex
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H A D | rs_hal.h | 245 } vertex; member in struct:android::renderscript::__anon1650
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
H A D | GLTextureViewActivity.java | 280 private static int buildProgram(String vertex, String fragment) { argument 281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/ex/carousel/java/com/android/ex/carousel/ |
H A D | carousel.rs | 1555 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;
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/frameworks/base/packages/SystemUI/src/com/android/systemui/ |
H A D | ImageWallpaper.java | 537 private int buildProgram(String vertex, String fragment) { argument 538 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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