Searched defs:vertex (Results 1 - 14 of 14) sorted by relevance

/frameworks/base/libs/hwui/
H A DVertex.h28 * 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
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H A DProgram.cpp29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument
37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
H A DBakedOpRenderer.cpp195 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);
H A DPatch.cpp61 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
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H A DBakedOpDispatcher.cpp118 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
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H A DRecordingCanvas.cpp303 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
H A DDisplayListOp.h234 // 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
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H A DOpenGLRenderer.cpp1066 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
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/frameworks/native/services/surfaceflinger/RenderEngine/
H A DProgram.cpp28 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) argument
30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
H A DGLTextureViewActivity.java280 private static int buildProgram(String vertex, String fragment) { argument
281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/base/tests/UiBench/src/com/android/test/uibench/opengl/
H A DImageFlipRenderThread.java233 private static int buildProgram(String vertex, String fragment) { argument
234 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/base/packages/SystemUI/src/com/android/systemui/
H A DImageWallpaper.java665 private int buildProgram(String vertex, String fragment) { argument
666 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/rs/
H A Drs_hal.h332 } vertex; member in struct:android::renderscript::__anon1695
/frameworks/native/opengl/libagl/
H A Dcontext.h141 size_t index; // cache tag, and vertex index
201 array_t vertex; member in struct:android::gl::array_machine_t

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