Searched defs:quadCount (Results 1 - 4 of 4) sorted by relevance

/frameworks/base/libs/hwui/
H A DBakedOpRenderer.cpp246 int quadCount = rectList.getTransformedRectanglesCount(); local
248 rectangleVertices.reserve(quadCount * 4);
249 for (int i = 0; i < quadCount; i++) {
H A DPatch.cpp99 uint32_t quadCount = 0; local
125 width, bitmapWidth, quadCount);
137 width, bitmapWidth, quadCount);
149 float width, float bitmapWidth, uint32_t& quadCount) {
172 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
183 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
188 float u1, float v1, float u2, float v2, uint32_t& quadCount) {
189 const uint32_t oldQuadCount = quadCount;
190 quadCount++;
147 generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, float y1, float y2, float v1, float v2, float stretchX, float rescaleX, float width, float bitmapWidth, uint32_t& quadCount) argument
187 generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2, uint32_t& quadCount) argument
H A DGlopBuilder.cpp140 GlopBuilder& GlopBuilder::setMeshIndexedQuads(Vertex* vertexData, int quadCount) { argument
150 mOutGlop->mesh.elementCount = 6 * quadCount;
H A DOpenGLRenderer.cpp1051 const size_t quadCount = mLayers.size(); local
1052 if (quadCount == 0) return;
1065 Vertex mesh[quadCount * 4];
1068 for (uint32_t i = 0; i < quadCount; i++) {
1085 .setMeshIndexedQuads(&mesh[0], quadCount)
1240 int quadCount = rectangleList.getTransformedRectanglesCount(); local
1241 std::vector<Vertex> rectangleVertices(quadCount * 4);
1244 for (int i = 0; i < quadCount; ++i) {

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