Searched refs:Vertex (Results 1 - 12 of 12) sorted by relevance

/frameworks/base/libs/hwui/
H A DVertex.h28 struct Vertex { struct in namespace:android::uirenderer
41 static inline void set(Vertex* vertex, float x, float y) {
46 static inline void set(Vertex* vertex, Vector2 val) {
50 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) {
54 }; // struct Vertex
97 struct AlphaVertex : Vertex {
101 Vertex::set(vertex, x, y);
107 Vertex::set(vertex, src.x + x, src.y + y);
H A DPathTessellator.h24 #include "Vertex.h"
92 Vector<Vertex> &outputVertices);
97 Vector<Vertex> &outputVertices);
108 Vector<Vertex> &outputVertices, int depth = 0);
120 Vector<Vertex> &outputVertices, int depth = 0);
H A DPathTessellator.cpp51 #include "Vertex.h"
173 bounds->outset(fabs(inverseScaleX) * (0.5f + Vertex::GeometryFudgeFactor()),
174 fabs(inverseScaleY) * (0.5f + Vertex::GeometryFudgeFactor()));
177 bounds->outset(halfStrokeWidth + fabs(inverseScaleX) * Vertex::GeometryFudgeFactor(),
178 halfStrokeWidth + fabs(inverseScaleY) * Vertex::GeometryFudgeFactor());
183 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
184 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
207 void getStrokeVerticesFromPerimeter(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter,
209 Vertex* buffe
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H A DRect.h25 #include "Vertex.h"
214 left = floorf(left + Vertex::GeometryFudgeFactor());
215 top = floorf(top + Vertex::GeometryFudgeFactor());
216 right = ceilf(right - Vertex::GeometryFudgeFactor());
217 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor());
223 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor());
224 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor());
225 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor());
226 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor());
H A DShadowTessellator.h102 static void reverseVertexArray(Vertex* polygon, int len);
H A DProgram.cpp23 #include "Vertex.h"
168 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor());
H A DShadowTessellator.cpp245 void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
248 Vertex tmp = polygon[i];
H A DCaches.h80 static const GLsizei gVertexStride = sizeof(Vertex);
H A DOpenGLRenderer.cpp1260 void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1290 Vertex mesh[count * 4];
1291 Vertex* vertex = mesh;
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);
3189 Vertex mesh[count];
3190 Vertex* vertex = mesh;
3198 Vertex
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H A DTessellationCache.cpp218 Vector<Vertex> casterVertices2d;
235 const Vertex& point2d = casterVertices2d[i];
H A DOpenGLRenderer.h50 #include "Vertex.h"
743 void issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount);
871 * geometry pixel positioning. See Vertex::GeometryFudgeFactor().
/frameworks/native/opengl/libagl/
H A Darray.cpp453 #pragma mark Vertex Cache

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