Searched refs:quads (Results 1 - 6 of 6) sorted by relevance

/frameworks/native/opengl/tests/tritex/
H A Dtritex.cpp31 void render(int quads);
229 void render(int quads) argument
250 GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices));
251 for (i=0 ; i<quads ; i++)
268 printf("loop %d / 10 (%d quads / loop)\n", j, quads);
272 glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
/frameworks/base/libs/hwui/
H A DPatch.h53 Vector<Rect> quads; member in class:android::uirenderer::Patch
H A DPatch.cpp221 // Skip degenerate and transparent (empty) quads
231 // Record all non empty quads
234 quads.add(bounds);
H A DDisplayListOp.h916 // contain empty quads we can take a shortcut and simply set the
924 const size_t count = opMesh->quads.size();
926 const Rect& quadBounds = opMesh->quads[i];
H A DOpenGLRenderer.cpp1162 // TODO: Reject quads outside of the clip
1282 // GPUs with a tiler architecture, instead we draw quads with
2271 const size_t count = mesh->quads.size();
2273 const Rect& bounds = mesh->quads.itemAt(i);
2797 // rotation and perspective and allows us to always generated quads in the
/frameworks/native/opengl/tests/gl_basic/
H A Dgl_basic.cpp340 int quads = 1;

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