Lines Matching defs:texture

564  * texture. Unfortunately, this is inefficient as it requires every primitive to
578 * a layer is created, only a texture is created, not an FBO. The content of the
579 * frame buffer contained within the layer's bounds is copied into this texture
584 * To compose the layers back onto the frame buffer, each layer texture
656 // Unfortunately some drivers will turn the entire target texture black
688 // Bind texture to FBO
692 // Initialize the texture if needed
733 // Detach the texture from the FBO
1463 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1464 if (!texture) return;
1466 const AutoTexture autoCleanup(texture);
1469 // TODO: snap doesn't need to touch transform, only texture filter.
1481 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1494 Texture* texture = getTexture(bitmap);
1495 if (!texture) return;
1496 const AutoTexture autoCleanup(texture);
1503 .setMeshTexturedUnitQuad(texture->uvMapper)
1504 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1506 .setModelViewMapUnitToRectSnap(Rect(texture->width(), texture->height()))
1535 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef());
1536 const UvMapper& mapper(getMapper(texture));
1577 if (!texture) {
1578 texture = mCaches.textureCache.get(bitmap);
1579 if (!texture) {
1583 const AutoTexture autoCleanup(texture);
1594 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1606 Texture* texture = getTexture(bitmap);
1607 if (!texture) return;
1608 const AutoTexture autoCleanup(texture);
1610 Rect uv(std::max(0.0f, src.left / texture->width()),
1611 std::max(0.0f, src.top / texture->height()),
1612 std::min(1.0f, src.right / texture->width()),
1613 std::min(1.0f, src.bottom / texture->height()));
1622 .setMeshTexturedUvQuad(texture->uvMapper, uv)
1623 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1637 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1638 if (!texture) return;
1639 const AutoTexture autoCleanup(texture);
1650 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1665 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1666 if (!texture) return;
1667 const AutoTexture autoCleanup(texture);
1680 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
1788 void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
1790 if (!texture) return;
1791 const AutoTexture autoCleanup(texture);
1793 const float x = left + texture->left - texture->offset;
1794 const float y = top + texture->top - texture->offset;
1796 drawPathTexture(texture, x, y, paint);
1811 PathTexture* texture = mCaches.pathCache.getRoundRect(
1813 drawShape(left, top, texture, p);
1830 PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
1831 drawShape(x - radius, y - radius, texture, p);
1876 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
1877 drawShape(left, top, texture, p);
1900 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
1902 drawShape(left, top, texture, p);
1935 PathTexture* texture =
1937 drawShape(left, top, texture, p);
1973 ShadowTexture* texture = mCaches.dropShadowCache.get(
1975 // If the drop shadow exceeds the max texture size or couldn't be
1977 if (!texture) return;
1978 const AutoTexture autoCleanup(texture);
1980 const float sx = x - texture->left + textShadow.dx;
1981 const float sy = y - texture->top + textShadow.dy;
1987 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha)
1989 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width(), sy + texture->height()))
2221 PathTexture* texture = mCaches.pathCache.get(path, paint);
2222 if (!texture) return;
2224 const float x = texture->left - texture->offset;
2225 const float y = texture->top - texture->offset;
2227 drawPathTexture(texture, x, y, paint);
2229 if (texture->cleanup) {
2319 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef());
2320 if (!texture) {
2323 return texture;
2326 void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
2328 if (quickRejectSetupScissor(x, y, x + texture->width(), y + texture->height())) {
2336 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
2338 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width(), y + texture->height()))