/frameworks/rs/driver/ |
H A D | rsdShaderCache.cpp | 77 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) { argument 79 for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) { 116 RsdShader *vtx = mVertex; local 119 uint32_t vID = vtx->getStateBasedShaderID(rsc); 128 if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) { 139 ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(), 140 vtx->getUniformCount(), 144 e->vtx = vID; 180 glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str()); 181 e->vtxAttrs[ct].name = vtx [all...] |
H A D | rsdShaderCache.h | 105 uint32_t numFragUnis) : vtx(0), frag(0), program(0), vtxAttrCount(0), 138 uint32_t vtx; member in struct:RsdShaderCache::ProgramEntry 150 bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag);
|
H A D | rsdRuntimeStubs.cpp | 576 float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4}; local 580 attribs[0].set(GL_FLOAT, 3, 12, false, (size_t)vtx, "ATTRIB_position");
|
/frameworks/native/opengl/tests/gl_perf/ |
H A D | fill_common.cpp | 159 static const float vtx[] = { local 185 glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
|
/frameworks/rs/ |
H A D | rsMesh.cpp | 270 RsAllocation * vtx, size_t vtxCount, 278 sm->setVertexBuffer((Allocation*)vtx[i], i); 269 rsi_MeshCreate(Context *rsc, RsAllocation * vtx, size_t vtxCount, RsAllocation * idx, size_t idxCount, uint32_t * primType, size_t primTypeCount) argument
|
/frameworks/base/services/core/java/com/android/server/display/ |
H A D | ColorFade.java | 301 private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) { argument 305 vtx.put(0, x); 306 vtx.put(1, y); 307 vtx.put(2, x); 308 vtx.put(3, y + h); 309 vtx.put(4, x + w); 310 vtx.put(5, y + h); 311 vtx.put(6, x + w); 312 vtx.put(7, y);
|
/frameworks/native/opengl/libagl/ |
H A D | primitives.cpp | 393 vertex_t* const vtx[3] = { v0, v1, v2 }; local 401 vertex_t* const v = vtx[j];
|
/frameworks/base/rs/java/android/renderscript/ |
H A D | RenderScript.java | 906 native long rsnMeshCreate(long con, long[] vtx, long[] idx, int[] prim); argument 907 synchronized long nMeshCreate(long[] vtx, long[] idx, int[] prim) { argument 909 return rsnMeshCreate(mContext, vtx, idx, prim);
|