Searched refs:mesh (Results 1 - 25 of 33) sorted by relevance

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/frameworks/rs/driver/runtime/
H A Drs_mesh.c12 Mesh_t *mesh = (Mesh_t *)m.p; local
13 if (mesh == NULL) {
16 return mesh->mHal.state.vertexBuffersCount;
21 Mesh_t *mesh = (Mesh_t *)m.p; local
22 if (mesh == NULL) {
25 return mesh->mHal.state.primitivesCount;
30 Mesh_t *mesh = (Mesh_t *)m.p; local
31 if (mesh == NULL || index >= mesh->mHal.state.vertexBuffersCount) {
35 rs_allocation returnAlloc = {mesh
41 Mesh_t *mesh = (Mesh_t *)m.p; local
52 Mesh_t *mesh = (Mesh_t *)m.p; local
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/frameworks/base/libs/hwui/
H A DGlopBuilder.cpp76 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
77 mOutGlop->mesh.indices = { 0, nullptr };
78 mOutGlop->mesh.vertices = {
83 mOutGlop->mesh.elementCount = 4;
95 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
96 mOutGlop->mesh.indices = { 0, nullptr };
97 mOutGlop->mesh.vertices = {
102 mOutGlop->mesh.elementCount = 4;
112 setUnitQuadTextureCoords(uvs, &mOutGlop->mesh.mappedVertices[0]);
114 const TextureVertex* textureVertex = mOutGlop->mesh
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H A DLayerRenderer.cpp130 if (mLayer->mesh) {
131 delete[] mLayer->mesh;
132 mLayer->mesh = nullptr;
151 if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
152 delete[] mLayer->mesh;
153 mLayer->mesh = nullptr;
156 if (!mLayer->mesh) {
157 mLayer->mesh = new TextureVertex[count * 4];
165 TextureVertex* mesh = mLayer->mesh; local
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H A DGlop.h42 * are enabled/disabled dynamically based on mesh content.
65 // Canvas transform isn't applied to the mesh at draw time,
74 * Includes all of the mesh, fill, and GL state required to perform
109 } mesh; member in struct:android::uirenderer::Glop
142 // modelView transform, accounting for delta between mesh transform and content of the mesh
143 // often represents x/y offsets within command, or scaling for mesh unit size
H A DPatchCache.cpp190 * Sets the mesh's offsets and copies its associated vertices into
191 * the mesh buffer (VBO).
204 // Find a block where we can fit the mesh
208 // The mesh fits
225 // Copy the 9patch mesh in the VBO
254 const Patch* mesh = mCache.get(description); local
256 if (!mesh) {
273 return mesh;
H A DOpenGLRenderer.cpp1006 TextureVertex* mesh = &quadVertices[0]; local
1016 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1017 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1018 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1019 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1124 Vertex mesh[quadCount * 4]; local
1125 Vertex* vertex = mesh;
1144 .setMeshIndexedQuads(&mesh[0], quadCount)
1386 // NOTE: We could use the region contour path to generate a smaller mesh
1587 std::unique_ptr<ColorTextureVertex[]> mesh(ne
1693 drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, float left, float top, float right, float bottom, const SkPaint* paint) argument
2546 Vertex mesh[count]; local
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H A DLayer.cpp65 delete[] mesh;
H A DLayer.h325 * If the layer can be rendered as a mesh, this is non-null.
327 TextureVertex* mesh = nullptr; member in class:android::uirenderer::Layer
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
H A DRenderable.java77 public void setMesh(Mesh mesh) { argument
78 mData.mesh = mesh;
80 mField.set_mesh(0, mData.mesh, true);
84 public void setMesh(String mesh, String indexName) { argument
85 mMeshName = mesh;
114 public void resolveMeshData(Mesh mesh) { argument
115 mData.mesh = mesh;
116 if (mData.mesh
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/frameworks/native/services/surfaceflinger/
H A DLayerDim.cpp47 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2);
48 computeGeometry(hw, mesh, useIdentityTransform);
51 engine.drawMesh(mesh);
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DGLES11RenderEngine.cpp244 void GLES11RenderEngine::drawMesh(const Mesh& mesh) { argument
245 if (mesh.getTexCoordsSize()) {
247 glTexCoordPointer(mesh.getTexCoordsSize(),
249 mesh.getByteStride(),
250 mesh.getTexCoords());
253 glVertexPointer(mesh.getVertexSize(),
255 mesh.getByteStride(),
256 mesh.getPositions());
258 glDrawArrays(mesh.getPrimitive(), 0, mesh
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H A DGLES20RenderEngine.cpp220 void GLES20RenderEngine::drawMesh(const Mesh& mesh) { argument
224 if (mesh.getTexCoordsSize()) {
227 mesh.getTexCoordsSize(),
229 mesh.getByteStride(),
230 mesh.getTexCoords());
234 mesh.getVertexSize(),
236 mesh.getByteStride(),
237 mesh.getPositions());
239 glDrawArrays(mesh.getPrimitive(), 0, mesh
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H A DGLES11RenderEngine.h63 virtual void drawMesh(const Mesh& mesh);
H A DGLES20RenderEngine.h79 virtual void drawMesh(const Mesh& mesh);
H A DRenderEngine.h110 virtual void drawMesh(const Mesh& mesh) = 0;
H A DRenderEngine.cpp202 Mesh mesh(Mesh::TRIANGLES, c*6, 2);
203 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
219 drawMesh(mesh);
/frameworks/base/libs/hwui/font/
H A DCacheTexture.h145 TextureVertex* mesh() const { function in class:android::uirenderer::CacheTexture
165 TextureVertex* mesh = mMesh + mCurrentQuad * 4; local
166 TextureVertex::set(mesh++, x2, y2, u2, v2);
167 TextureVertex::set(mesh++, x3, y3, u3, v3);
168 TextureVertex::set(mesh++, x1, y1, u1, v1);
169 TextureVertex::set(mesh++, x4, y4, u4, v4);
/frameworks/base/libs/hwui/renderstate/
H A DRenderState.cpp210 const Glop::Mesh& mesh = glop.mesh; local
211 const Glop::Mesh::Vertices& vertices = mesh.vertices;
212 const Glop::Mesh::Indices& indices = mesh.indices;
320 GLsizei elementsCount = mesh.elementCount;
332 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
337 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
339 glDrawArrays(mesh.primitiveMode, 0, mesh
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/frameworks/rs/
H A DrsMesh.cpp64 mRSC->mHal.funcs.mesh.destroy(mRSC, this);
77 mRSC->mHal.funcs.mesh.init(mRSC, this);
110 ALOGE("mesh loading skipped due to invalid class id");
147 Mesh *mesh = new Mesh(rsc, vertexBuffersCount, primitivesCount); local
148 mesh->assignName(name);
150 mesh->setVertexBuffer(vertexBuffers[vCount].get(), vCount);
153 mesh->setPrimitive(indexBuffers[pCount].get(), primitives[pCount], pCount);
166 mesh->init();
167 mesh->uploadAll(rsc);
169 return mesh;
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H A DrsDriverLoader.cpp147 ret &= fn(RS_HAL_GRAPHICS_MESH_INIT, (void **)&rsc->mHal.funcs.mesh.init);
148 ret &= fn(RS_HAL_GRAPHICS_MESH_DRAW, (void **)&rsc->mHal.funcs.mesh.draw);
149 ret &= fn(RS_HAL_GRAPHICS_MESH_DESTROY, (void **)&rsc->mHal.funcs.mesh.destroy);
/frameworks/base/tests/RenderScriptTests/FBOTest/src/com/android/fbotest/
H A DFBOSyncRS.java146 Mesh mesh = entry.getMesh();
147 mMeshes.set_mMesh(i, mesh, false);
148 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
H A DFBOTestRS.java145 Mesh mesh = entry.getMesh();
146 mMeshes.set_mMesh(i, mesh, false);
147 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
/frameworks/base/tests/RenderScriptTests/ModelViewer/src/com/android/modelviewer/
H A DSimpleModelRS.java144 Mesh mesh = entry.getMesh();
145 mMeshes.set_mMesh(i, mesh, false);
146 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
/frameworks/base/tests/RenderScriptTests/ShadersTest/src/com/android/shaderstest/
H A DShadersTestRS.java157 Mesh mesh = entry.getMesh();
158 mMeshes.set_mMesh(i, mesh, false);
159 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
/frameworks/rs/api/
H A Drs_graphics.spec112 summary: How to intepret mesh vertex data
114 Describes the way mesh vertex data is interpreted when rendering
136 Opaque handle to a RenderScript mesh object.
446 arg: rs_mesh ism, "mesh object to render"
448 summary: Draw a mesh
450 Draw a mesh using the current context state.
452 If primitiveIndex is specified, draw part of a mesh using the current context state.
454 If start and len are also specified, draw specified index range of part of a mesh using the current context state.
456 Otherwise the whole mesh is rendered.
677 arg: rs_mesh mesh
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