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

/frameworks/base/tests/AccessoryDisplay/source/src/com/android/accessorydisplay/source/presentation/
H A DCube.java33 int vertices[] = {
72 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
75 mVertexBuffer.put(vertices);
/frameworks/base/libs/hwui/
H A DPathTessellator.cpp79 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
182 * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a
185 * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip
186 * (for a total of perimeter.size() * 2 + 2 vertices)
242 * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except:
244 * 1 - Doesn't need to wrap around, since the input vertices are unclosed
246 * 2 - can zig-zag across 'extra' vertices at either end, to create round caps
249 const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) {
251 const int allocSize = (vertices.size() + extra) * 2;
254 const int lastIndex = vertices
248 getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument
393 storeCapAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, vec2 normal, int offset) argument
562 getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument
890 pushToVector(Vector<Vertex>& vertices, float x, float y) argument
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H A DPatch.cpp35 Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) {
57 if (vertices) return vertices;
160 vertices = tempVertices;
162 vertices = new TextureVertex[verticesCount];
163 memcpy(vertices, tempVertices, verticesCount * sizeof(TextureVertex));
167 return vertices;
H A DPatchCache.cpp168 * Sets the mesh's offsets and copies its associated vertices into
171 void PatchCache::setupMesh(Patch* newMesh, TextureVertex* vertices) { argument
206 glBufferSubData(GL_ARRAY_BUFFER, newMesh->offset, size, vertices);
233 TextureVertex* vertices; local
237 vertices = newMesh->createMesh(bitmapWidth, bitmapHeight,
240 vertices = newMesh->createMesh(bitmapWidth, bitmapHeight,
244 if (vertices) {
245 setupMesh(newMesh, vertices);
H A DPatch.h48 TextureVertex* vertices; member in struct:android::uirenderer::Patch
H A DOpenGLRenderer.cpp1357 // Though there are 4 vertices in a quad, we use 6 indices per
1969 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { argument
1971 if (!vertices || vbo) {
1977 mCaches.bindPositionVertexPointer(force, vertices);
1985 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { argument
1989 mCaches.bindPositionVertexPointer(force, vertices, stride);
2002 void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { argument
2004 // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2005 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2007 if (!vertices || vb
2020 setupDrawIndexedVertices(GLvoid* vertices) argument
2098 drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) argument
2202 drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, float* vertices, int* colors, SkPaint* paint) argument
2489 drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) argument
2534 void* vertices = vertexBuffer.getBuffer(); local
3423 GLvoid* vertices = (GLvoid*) NULL; local
3461 drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) argument
3486 drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) argument
3511 drawAlpha8TextureMesh(float left, float top, float right, float bottom, GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool ignoreTransform, bool ignoreScale, bool dirty) argument
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H A DMatrix.cpp425 float vertices[] = { local
435 float px = vertices[i];
436 float py = vertices[i + 1];
443 vertices[i] = x * z;
444 vertices[i + 1] = y * z;
447 r.left = r.right = vertices[0];
448 r.top = r.bottom = vertices[1];
451 x = vertices[i];
452 y = vertices[i + 1];
H A DCaches.cpp476 void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride) { argument
477 if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
479 glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
480 mCurrentPositionPointer = vertices;
485 void Caches::bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride) { argument
486 if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) {
488 glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
489 mCurrentTexCoordsPointer = vertices;
671 // Create the mesh, 2 triangles and 4 vertices per rectangle in the region
H A DOpenGLRenderer.h288 TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint);
295 float* vertices, int* colors, SkPaint* paint);
297 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint);
828 * @param vertices The vertices that define the mesh
839 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
845 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
851 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
855 * Draws the specified list of vertices as quads using indexed GL_TRIANGLES.
856 * If the number of vertices t
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H A DPatchCache.h142 * that can be used to store vertices.
162 void setupMesh(Patch* newMesh, TextureVertex* vertices);
H A DCaches.h64 // Generates simple and textured vertices
211 void bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
217 void bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
H A DDisplayListRenderer.cpp309 float* vertices, int* colors, SkPaint* paint) {
312 vertices = refBuffer<float>(vertices, count);
317 vertices, colors, paint));
308 drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, float* vertices, int* colors, SkPaint* paint) argument
H A DDisplayListOp.h771 TextureVertex vertices[6 * ops.size()]; local
772 TextureVertex* vertex = &vertices[0];
803 return renderer.drawBitmaps(mBitmap, mEntry, ops.size(), &vertices[0],
922 float* vertices, int* colors, SkPaint* paint)
923 : DrawBoundedOp(vertices, 2 * (meshWidth + 1) * (meshHeight + 1), paint),
925 mVertices(vertices), mColors(colors) {}
985 * and transforming the vertices of each 9-patch in the batch. This method
995 // of vertices we need in the new mesh
1005 TextureVertex vertices[totalVertices]; local
1006 TextureVertex* vertex = &vertices[
921 DrawBitmapMeshOp(SkBitmap* bitmap, int meshWidth, int meshHeight, float* vertices, int* colors, SkPaint* paint) argument
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H A DDisplayListRenderer.h105 float* vertices, int* colors, SkPaint* paint);
/frameworks/native/opengl/tests/linetex/
H A Dlinetex.cpp84 const GLfloat vertices[4][2] = { local
103 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/fillrate/
H A Dfillrate.cpp93 const GLfloat vertices[4][2] = { local
116 glVertexPointer(2, 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/native/opengl/tests/filter/
H A Dfilter.cpp141 const GLfloat vertices[4][2] = {
176 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/gl_jni/jni/
H A Dgl_code.cpp151 const GLfloat vertices[] = { local
166 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/tritex/
H A Dtritex.cpp232 const GLfloat vertices[] = { local
253 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/gl_basic/
H A Dgl_basic.cpp341 const GLfloat vertices[] = {
357 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/base/core/jni/
H A Dandroid_view_GLES20Canvas.cpp435 jint meshWidth, jint meshHeight, jfloatArray vertices, jint offset, jintArray colors,
440 jfloat* verticesArray = vertices ? env->GetFloatArrayElements(vertices, NULL) + offset : NULL;
445 if (vertices) env->ReleaseFloatArrayElements(vertices, verticesArray, 0);
433 android_view_GLES20Canvas_drawBitmapMesh(JNIEnv* env, jobject clazz, OpenGLRenderer* renderer, SkBitmap* bitmap, jbyteArray buffer, jint meshWidth, jint meshHeight, jfloatArray vertices, jint offset, jintArray colors, jint colorOffset, SkPaint* paint) argument
/frameworks/native/libs/gui/tests/
H A DSurfaceTexture_test.cpp463 GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} }; local
464 glVertexPointer(2, GL_FLOAT, 0, vertices);

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