Searched refs:vertices (Results 1 - 25 of 31) sorted by relevance

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/frameworks/av/cmds/screenrecord/
H A DTextRenderer.cpp192 float vertices[len * quadCoords];
216 vertices[off + 0] = vertLeft;
217 vertices[off + 1] = vertBottom;
218 vertices[off + 2] = vertRight;
219 vertices[off + 3] = vertBottom;
220 vertices[off + 4] = vertLeft;
221 vertices[off + 5] = vertTop;
222 vertices[off + 6] = vertLeft;
223 vertices[off + 7] = vertTop;
224 vertices[of
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H A DProgram.h62 const float* vertices, const float* texes, size_t count) const;
72 const float* vertices, const float* texes, bool invert) const;
H A DProgram.cpp230 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
/frameworks/base/tests/AccessoryDisplay/source/src/com/android/accessorydisplay/source/presentation/
H A DCube.java33 int vertices[] = {
72 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
75 mVertexBuffer.put(vertices);
/frameworks/base/libs/hwui/
H A DPatch.cpp35 Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) {
39 delete[] vertices;
58 if (vertices) return vertices;
161 vertices = tempVertices;
163 vertices = new TextureVertex[verticesCount];
164 memcpy(vertices, tempVertices, verticesCount * sizeof(TextureVertex));
168 return vertices;
H A DPathTessellator.cpp82 * 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
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H A DPatchCache.cpp184 * 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);
H A DAmbientShadow.cpp20 * 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
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H A DPatch.h49 TextureVertex* vertices; member in class:android::uirenderer::Patch
H A DOpenGLRenderer.h163 TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
169 const float* vertices, const int* colors, const SkPaint* paint);
171 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
711 * @param vertices The vertices that define the mesh
722 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
728 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
734 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
739 * Draws the specified list of vertices as quads using indexed GL_TRIANGLES.
740 * If the number of vertices t
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H A DOpenGLRenderer.cpp1269 // 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
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H A DMatrix.cpp443 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];
H A DCaches.cpp485 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
H A DPatchCache.h142 * that can be used to store vertices.
162 void setupMesh(Patch* newMesh, TextureVertex* vertices);
H A DCaches.h68 // Generates simple and textured vertices
213 void bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride);
219 void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride);
H A DDisplayListRenderer.cpp240 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
/frameworks/native/libs/gui/tests/
H A DMultiTextureConsumer_test.cpp114 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);
/frameworks/native/opengl/tests/linetex/
H A Dlinetex.cpp83 const GLfloat vertices[4][2] = { local
102 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/fillrate/
H A Dfillrate.cpp94 const GLfloat vertices[4][2] = { local
117 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/angeles/
H A Ddemo.c116 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,
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/frameworks/native/opengl/tests/filter/
H A Dfilter.cpp143 const GLfloat vertices[4][2] = {
178 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/gl_jni/jni/
H A Dgl_code.cpp151 const GLfloat vertices[] = { local
166 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/tritex/
H A Dtritex.cpp233 const GLfloat vertices[] = { local
254 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/base/include/private/graphics/
H A DCanvas.h121 const float* vertices, const int* colors, const SkPaint* paint) = 0;
/frameworks/native/opengl/tests/gl_basic/
H A Dgl_basic.cpp342 const GLfloat vertices[] = {
358 glVertexPointer(3, GL_FLOAT, 0, vertices);

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