/frameworks/base/libs/hwui/ |
H A D | Vertex.h | 28 * Simple structure to describe a vertex with a position and a texture. 42 static inline void set(Vertex* vertex, float x, float y) { argument 43 vertex->x = x; 44 vertex->y = y; 47 static inline void set(Vertex* vertex, Vector2 val) { argument 48 set(vertex, val.x, val.y); 51 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { argument 52 set(vertex, src.x + x, src.y + y); 60 * Simple structure to describe a vertex with a position and texture UV. 66 static inline void set(TextureVertex* vertex, floa argument 70 setUV(TextureVertex* vertex, float u, float v) argument 86 set(ColorTextureVertex* vertex, float x, float y, float u, float v, int color) argument 106 set(AlphaVertex* vertex, float x, float y, float alpha) argument 110 copyWithOffset(AlphaVertex* vertex, const AlphaVertex& src, float x, float y) argument 115 setColor(AlphaVertex* vertex, float alpha) argument [all...] |
H A D | Program.cpp | 29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument 37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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H A D | BakedOpRenderer.cpp | 195 Vertex* vertex = vertices.data(); local 203 Vertex::set(vertex++, l, t); 204 Vertex::set(vertex++, r, t); 205 Vertex::set(vertex++, l, b); 206 Vertex::set(vertex++, r, b);
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H A D | Patch.cpp | 61 TextureVertex* vertex = vertices.get(); local 124 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, 136 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, 147 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, argument 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); 187 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, argument 214 TextureVertex::set(vertex++, x1, y1, u1, v1); 215 TextureVertex::set(vertex++, x2, y1, u2, v1); 216 TextureVertex::set(vertex [all...] |
H A D | BakedOpDispatcher.cpp | 118 TextureVertex* vertex = &vertices[0]; local 147 TextureVertex::set(vertex++, 288 // apply the full transform matrix at draw time in the vertex shader. 449 ColorTextureVertex* vertex = &mesh[0]; local 484 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 485 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 486 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 488 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 489 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 490 ColorTextureVertex::set(vertex [all...] |
H A D | RecordingCanvas.cpp | 303 Vertex* vertex = rectData; local 315 Vertex::set(vertex++, l, t); 316 Vertex::set(vertex++, r, t); 317 Vertex::set(vertex++, l, b); 318 Vertex::set(vertex++, r, b); 513 refBuffer<float>(vertices, vertexCount * 2), // 2 floats per vertex 514 refBuffer<int>(colors, vertexCount))); // 1 color per vertex
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H A D | DisplayListOp.h | 234 // NOTE: requires at least 1 vertex, and doesn't account for stroke size (should be handled in 638 TextureVertex* vertex = &vertices[0]; variable 656 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, top); 657 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top); 658 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom); 660 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom); 661 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top); 662 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom); 821 TextureVertex* vertex = &vertices[0]; variable 845 TextureVertex::set(vertex [all...] |
H A D | OpenGLRenderer.cpp | 1066 Vertex* vertex = mesh; local 1071 Vertex::set(vertex++, bounds.left, bounds.top); 1072 Vertex::set(vertex++, bounds.right, bounds.top); 1073 Vertex::set(vertex++, bounds.left, bounds.bottom); 1074 Vertex::set(vertex++, bounds.right, bounds.bottom); 1525 ColorTextureVertex* vertex = &mesh[0]; local 1558 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1559 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1560 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1562 ColorTextureVertex::set(vertex 2395 Vertex* vertex = mesh; local [all...] |
/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/tests/UiBench/src/com/android/test/uibench/opengl/ |
H A D | ImageFlipRenderThread.java | 233 private static int buildProgram(String vertex, String fragment) { argument 234 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/base/packages/SystemUI/src/com/android/systemui/ |
H A D | ImageWallpaper.java | 665 private int buildProgram(String vertex, String fragment) { argument 666 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/rs/ |
H A D | rs_hal.h | 332 } vertex; member in struct:android::renderscript::__anon1695
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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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