Searched defs:poly (Results 1 - 5 of 5) sorted by relevance

/frameworks/base/libs/hwui/
H A DShadowTessellator.cpp147 * @param poly The polygon, which is represented in a Vector2 array.
151 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { argument
157 double x1 = poly[p1].x;
158 double y1 = poly[p1].y;
159 double x2 = poly[p2].x;
160 double y2 = poly[p2].y;
168 Vector2 centroid = poly[0];
178 // Make sure p1 -> p2 is going CW around the poly.
H A DSpotShadow.cpp228 * @param poly The in and out polyogon as a Vector2 array.
232 void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) { argument
233 quicksortCirc(poly, 0, polyLength - 1, center);
304 * @param poly the polygon
305 * @return true if the testPoint is inside the poly.
308 const Vector2* poly, int len) {
313 float startX = poly[j].x;
314 float startY = poly[j].y;
315 float endX = poly[i].x;
316 float endY = poly[
307 testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len) argument
413 createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, VertexBuffer& shadowTriangleStrip) argument
869 generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, const Vector2& centroid) argument
1061 dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) argument
1070 dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) argument
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/frameworks/av/media/libstagefright/
H A DMPEG2TSWriter.cpp998 uint32_t poly = 0x04C11DB7; local
1003 crc = (crc << 1) ^ ((crc & 0x80000000) ? (poly) : 0);
/frameworks/av/media/libstagefright/wifi-display/source/
H A DTSPacketizer.cpp1015 uint32_t poly = 0x04C11DB7; local
1020 crc = (crc << 1) ^ ((crc & 0x80000000) ? (poly) : 0);
/frameworks/base/core/jni/android/opengl/
H A Dutil.cpp39 #include "poly.h"
136 Poly poly; local
137 float* pDest = & poly.vert[0].sx;
139 poly.n = 3;
143 result = poly_clip_to_frustum(&poly);

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