/frameworks/base/libs/hwui/ |
H A D | Vertex.h | 26 * Simple structure to describe a vertex with a position and a texture. 41 static inline void set(Vertex* vertex, float x, float y) { argument 42 vertex[0].x = x; 43 vertex[0].y = y; 46 static inline void set(Vertex* vertex, Vector2 val) { argument 47 set(vertex, val.x, val.y); 50 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { argument 51 set(vertex, src.x + x, src.y + y); 57 * Simple structure to describe a vertex with a position and texture UV. 63 static inline void set(TextureVertex* vertex, floa argument 70 setUV(TextureVertex* vertex, float u, float v) argument 82 set(ColorTextureVertex* vertex, float x, float y, float u, float v, int color) argument 100 set(AlphaVertex* vertex, float x, float y, float alpha) argument 105 copyWithOffset(AlphaVertex* vertex, const AlphaVertex& src, float x, float y) argument 111 setColor(AlphaVertex* vertex, float alpha) argument [all...] |
H A D | Patch.cpp | 81 TextureVertex* vertex = tempVertices; local 144 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, 156 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, 171 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, argument 196 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 207 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 211 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, argument 239 TextureVertex::set(vertex++, x1, y1, u1, v1); 240 TextureVertex::set(vertex++, x2, y1, u2, v1); 241 TextureVertex::set(vertex [all...] |
H A D | Patch.h | 64 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, 67 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
|
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);
|
H A D | DisplayListOp.h | 248 // NOTE: requires at least 1 vertex, and doesn't account for stroke size (should be handled in 681 TextureVertex* vertex = &vertices[0]; local 699 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, top); 700 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top); 701 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom); 703 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom); 704 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top); 705 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom); 886 TextureVertex* vertex = &vertices[0]; local 910 TextureVertex::set(vertex [all...] |
H A D | OpenGLRenderer.cpp | 1291 Vertex* vertex = mesh; local 1296 Vertex::set(vertex++, bounds->left, bounds->top); 1297 Vertex::set(vertex++, bounds->right, bounds->top); 1298 Vertex::set(vertex++, bounds->left, bounds->bottom); 1299 Vertex::set(vertex++, bounds->right, bounds->bottom); 2048 ColorTextureVertex* vertex = mesh.editArray(); local 2083 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2084 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2085 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2087 ColorTextureVertex::set(vertex 3190 Vertex* vertex = mesh; local [all...] |
H A D | Program.h | 101 * determine the generation of both the vertex and fragment shaders. 303 * A program holds a vertex and a fragment shader. It offers several utility 314 * Creates a new program with the specified vertex and fragment 317 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
|
/frameworks/rs/driver/ |
H A D | rsdPath.h | 25 const android::renderscript::Allocation *vertex,
|
/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);
|
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);
|
/frameworks/native/opengl/libagl/ |
H A D | Android.mk | 23 vertex.cpp.arm
|
H A D | array.cpp | 24 #include "vertex.h" 107 c->arrays.vertex.size = 4; 108 c->arrays.vertex.type = GL_FLOAT; 442 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break; 538 // vertex cache size must be multiple of 1 575 // vertex cache size must be multiple of 1 597 // copy back the last processed vertex 623 // vertex cache size must be multiple of 2 665 // vertex cache size must be multiple of 2. This is extremely important 719 // vertex cach [all...] |
H A D | context.h | 141 size_t index; // cache tag, and vertex index 201 array_t vertex; member in struct:android::gl::array_machine_t
|
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
|
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...
|
/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);
|
H A D | rsg.spec | 82 param RsAllocation vertex
|
H A D | rs_hal.h | 266 } vertex; member in struct:android::renderscript::__anon1535
|
/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);
|
/frameworks/base/packages/SystemUI/src/com/android/systemui/ |
H A D | ImageWallpaper.java | 580 private int buildProgram(String vertex, String fragment) { argument 581 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
|