/frameworks/base/libs/hwui/ |
H A D | Patch.h | 49 TextureVertex* vertices; member in class:android::uirenderer::Patch
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H A D | PatchCache.cpp | 184 * Sets the mesh's offsets and copies its associated vertices into 187 void PatchCache::setupMesh(Patch* newMesh, TextureVertex* vertices) { argument 222 glBufferSubData(GL_ARRAY_BUFFER, newMesh->offset, size, vertices); 250 TextureVertex* vertices; local 254 vertices = newMesh->createMesh(bitmapWidth, bitmapHeight, 257 vertices = newMesh->createMesh(bitmapWidth, bitmapHeight, 261 if (vertices) { 262 setupMesh(newMesh, vertices);
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H A D | AmbientShadow.cpp | 20 * Extra vertices for the corner for smoother corner. 21 * Only for outer vertices. 24 // For half circle, we could add EXTRA_VERTEX_PER_PI vertices. 29 // therefore, the maximum number of extra vertices will be twice bigger. 36 * Extra vertices for the Edge for interpolation artifacts. 37 * Same value for both inner and outer vertices. 52 // edge vertices. 71 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) { argument 73 Vector2 currentVertex = { vertices[current].x, vertices[curren [all...] |
H A D | Matrix.cpp | 443 float vertices[] = { local 453 float px = vertices[i]; 454 float py = vertices[i + 1]; 461 vertices[i] = x * z; 462 vertices[i + 1] = y * z; 465 r.left = r.right = vertices[0]; 466 r.top = r.bottom = vertices[1]; 469 x = vertices[i]; 470 y = vertices[i + 1];
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H A D | Caches.cpp | 485 void Caches::bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) { argument 486 if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) { 488 glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices); 489 mCurrentPositionPointer = vertices; 494 void Caches::bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) { argument 495 if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) { 497 glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices); 498 mCurrentTexCoordsPointer = vertices; 689 // Create the mesh, 2 triangles and 4 vertices per rectangle in the region
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H A D | DisplayListRenderer.cpp | 240 const float* vertices, const int* colors, const SkPaint* paint) { 243 vertices = refBuffer<float>(vertices, vertexCount * 2); // 2 floats per vertex 248 vertices, colors, paint)); 239 drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
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H A D | PathTessellator.cpp | 82 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices 201 * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a 204 * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip 205 * (for a total of perimeter.size() * 2 + 2 vertices) 260 * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except: 262 * 1 - Doesn't need to wrap around, since the input vertices are unclosed 264 * 2 - can zig-zag across 'extra' vertices at either end, to create round caps 267 const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) { 269 const int allocSize = (vertices.size() + extra) * 2; 272 const int lastIndex = vertices 266 getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument 407 storeCapAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) argument 577 getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument 909 pushToVector(Vector<Vertex>& vertices, float x, float y) argument [all...] |
H A D | DisplayListOp.h | 680 TextureVertex vertices[6 * ops.size()]; local 681 TextureVertex* vertex = &vertices[0]; 712 return renderer.drawBitmaps(mBitmap, mEntry, ops.size(), &vertices[0], 807 const float* vertices, const int* colors, const SkPaint* paint) 808 : DrawBoundedOp(vertices, 2 * (meshWidth + 1) * (meshHeight + 1), paint), 810 mVertices(vertices), mColors(colors) {} 865 * and transforming the vertices of each 9-patch in the batch. This method 875 // of vertices we need in the new mesh 885 TextureVertex vertices[totalVertices]; local 886 TextureVertex* vertex = &vertices[ 806 DrawBitmapMeshOp(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument [all...] |
H A D | OpenGLRenderer.cpp | 1269 // Though there are 4 vertices in a quad, we use 6 indices per 1837 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, argument 1840 if (!vertices || vbo) { 1846 mCaches.bindPositionVertexPointer(force, vertices); 1854 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, argument 1859 mCaches.bindPositionVertexPointer(force, vertices, stride); 1872 void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, argument 1875 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1876 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1878 if (!vertices || vb 1891 setupDrawIndexedVertices(GLvoid* vertices) argument 1964 drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint) argument 2030 drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument 2310 drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) argument 2356 const void* vertices = vertexBuffer.getBuffer(); local 3265 GLvoid* vertices = (GLvoid*) NULL; local 3297 drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, const SkPaint* paint, bool blend, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool swapSrcDst, bool ignoreTransform, GLuint vbo, ModelViewMode modelViewMode, bool dirty) argument 3324 drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture, const SkPaint* paint, bool blend, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool swapSrcDst, bool ignoreTransform, GLuint vbo, ModelViewMode modelViewMode, bool dirty) argument 3351 drawAlpha8TextureMesh(float left, float top, float right, float bottom, GLuint texture, const SkPaint* paint, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) argument [all...] |
/frameworks/native/libs/gui/tests/ |
H A D | MultiTextureConsumer_test.cpp | 114 GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} }; local 115 glVertexPointer(2, GL_FLOAT, 0, vertices);
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H A D | SRGB_test.cpp | 173 static const GLfloat vertices[] = { local 180 glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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/frameworks/native/opengl/tests/linetex/ |
H A D | linetex.cpp | 83 const GLfloat vertices[4][2] = { local 102 glVertexPointer(2, GL_FLOAT, 0, vertices);
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/frameworks/native/opengl/tests/fillrate/ |
H A D | fillrate.cpp | 94 const GLfloat vertices[4][2] = { local 117 glVertexPointer(2, GL_FLOAT, 0, vertices);
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/frameworks/av/cmds/screenrecord/ |
H A D | Program.cpp | 230 const float* vertices, const float* texes, size_t count) const { 235 err = beforeDraw(texName, texMatrix, vertices, texes, false); 244 const float* vertices, const float* texes, bool invert) const { 261 glVertexAttribPointer(maPositionLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices); 229 drawTriangles(GLuint texName, const float* texMatrix, const float* vertices, const float* texes, size_t count) const argument 243 beforeDraw(GLuint texName, const float* texMatrix, const float* vertices, const float* texes, bool invert) const argument
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/frameworks/native/opengl/tests/gl_jni/jni/ |
H A D | gl_code.cpp | 151 const GLfloat vertices[] = { local 166 glVertexPointer(3, GL_FLOAT, 0, vertices);
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/frameworks/native/opengl/tests/tritex/ |
H A D | tritex.cpp | 233 const GLfloat vertices[] = {
local 254 glVertexPointer(3, GL_FLOAT, 0, vertices);
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/frameworks/native/opengl/tests/angeles/ |
H A D | demo.c | 116 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, [all...] |
/frameworks/base/core/jni/android/graphics/ |
H A D | SkiaCanvas.cpp | 117 const float* vertices, const int* colors, const SkPaint* paint); 577 const float* vertices, const int* colors, const SkPaint* paint) { 668 mCanvas->drawVertices(SkCanvas::kTriangles_VertexMode, ptCount, (SkPoint*)vertices, 576 drawBitmapMesh(const SkBitmap& bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
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/frameworks/base/core/jni/ |
H A D | android_view_GLES20Canvas.cpp | 423 jfloatArray vertices, jint offset, jintArray colors, jint colorOffset, jlong paintPtr) { 426 jfloat* verticesArray = vertices ? env->GetFloatArrayElements(vertices, NULL) + offset : NULL; 433 if (vertices) env->ReleaseFloatArrayElements(vertices, verticesArray, 0); 421 android_view_GLES20Canvas_drawBitmapMesh(JNIEnv* env, jobject clazz, jlong rendererPtr, jlong bitmapPtr, jint meshWidth, jint meshHeight, jfloatArray vertices, jint offset, jintArray colors, jint colorOffset, jlong paintPtr) argument
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