/frameworks/rs/ |
H A D | rs_hal.h | 266 } vertex; member in struct:android::renderscript::__anon1535
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/frameworks/native/opengl/libagl/ |
H A D | context.h | 141 size_t index; // cache tag, and vertex index 201 array_t vertex; member in struct:android::gl::array_machine_t
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/frameworks/native/services/surfaceflinger/RenderEngine/ |
H A D | Program.cpp | 28 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) argument 30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
H A D | GLTextureViewActivity.java | 280 private static int buildProgram(String vertex, String fragment) { argument 281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/base/packages/SystemUI/src/com/android/systemui/ |
H A D | ImageWallpaper.java | 580 private int buildProgram(String vertex, String fragment) { argument 581 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/base/libs/hwui/ |
H A D | DisplayListOp.h | 248 // 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 [all...] |
H A D | OpenGLRenderer.cpp | 1291 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 [all...] |
H A D | Patch.cpp | 81 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 [all...] |
H A D | Program.cpp | 32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument 40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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H A D | Vertex.h | 26 * 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 [all...] |