Searched refs:vertex (Results 1 - 20 of 20) sorted by relevance

/frameworks/base/libs/hwui/
H A DVertex.h26 * 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
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H A DPatch.cpp81 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
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H A DPatch.h64 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 DProgram.cpp32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument
40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
H A DDisplayListOp.h248 // 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
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H A DOpenGLRenderer.cpp1291 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
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H A DProgram.h101 * 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 DrsdPath.h25 const android::renderscript::Allocation *vertex,
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DProgram.h32 * Abstracts a GLSL program comprising a vertex and fragment shader
39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
H A DProgram.cpp28 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 DAndroid.mk23 vertex.cpp.arm
H A Darray.cpp24 #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
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H A Dcontext.h141 size_t index; // cache tag, and vertex index
201 array_t vertex; member in struct:android::gl::array_machine_t
H A Dmatrix.cpp25 #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 Dprimitives.cpp26 #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 DrsProgramVertex.cpp30 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 Drsg.spec82 param RsAllocation vertex
H A Drs_hal.h266 } vertex; member in struct:android::renderscript::__anon1535
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
H A DGLTextureViewActivity.java280 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 DImageWallpaper.java580 private int buildProgram(String vertex, String fragment) { argument
581 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);

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