Searched refs:TextureVertex (Results 1 - 19 of 19) sorted by relevance

/frameworks/base/libs/hwui/
H A DPatch.h34 struct TextureVertex;
51 std::unique_ptr<TextureVertex[]> vertices;
61 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
64 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
H A DPatch.cpp35 return verticesCount * sizeof(TextureVertex);
60 vertices.reset(new TextureVertex[maxVertices]);
61 TextureVertex* vertex = vertices.get();
141 std::unique_ptr<TextureVertex[]> reducedVertices(new TextureVertex[verticesCount]);
142 memcpy(reducedVertices.get(), vertices.get(), verticesCount * sizeof(TextureVertex));
147 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
187 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
214 TextureVertex::set(vertex++, x1, y1, u1, v1);
215 TextureVertex
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H A DVertex.h62 struct TextureVertex { struct in namespace:android::uirenderer
66 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
70 static inline void setUV(TextureVertex* vertex, float u, float v) {
74 }; // struct TextureVertex
76 REQUIRE_COMPATIBLE_LAYOUT(TextureVertex);
H A DCaches.h132 TextureVertex* getRegionMesh();
192 std::unique_ptr<TextureVertex[]> mRegionMesh;
H A DGlop.h115 TextureVertex mappedVertices[4];
H A DLayerRenderer.cpp158 mLayer->mesh = new TextureVertex[count * 4];
166 TextureVertex* mesh = mLayer->mesh;
176 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
177 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
178 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
179 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
H A DGlopBuilder.h56 GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete
58 GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
H A DCaches.cpp269 TextureVertex* Caches::getRegionMesh() {
272 mRegionMesh.reset(new TextureVertex[kMaxNumberOfQuads * 4]);
H A DGlopBuilder.cpp54 static void setUnitQuadTextureCoords(Rect uvs, TextureVertex* quadVertex) {
128 const TextureVertex* textureVertex = mOutGlop->mesh.mappedVertices;
154 GlopBuilder& GlopBuilder::setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount) {
168 GlopBuilder& GlopBuilder::setMeshTexturedMesh(TextureVertex* vertexData, int elementCount) {
H A DLayer.h330 TextureVertex* mesh = nullptr;
H A DBakedOpDispatcher.cpp38 static void storeTexturedRect(TextureVertex* vertices, const Rect& bounds, const Rect& texCoord) {
56 TextureVertex vertices[opList.count * 4];
63 TextureVertex* rectVerts = &vertices[i * 4];
117 TextureVertex vertices[totalVertices];
118 TextureVertex* vertex = &vertices[0];
145 TextureVertex* opVertices = opMesh->vertices.get();
147 TextureVertex::set(vertex++,
H A DDisplayListOp.h624 TextureVertex::set(ptr++, posRect.xDim - offsetRect.left, posRect.yDim - offsetRect.top, \
637 TextureVertex vertices[6 * ops.size()];
638 TextureVertex* vertex = &vertices[0];
820 TextureVertex vertices[totalVertices];
821 TextureVertex* vertex = &vertices[0];
843 TextureVertex* opVertices = opMesh->vertices.get();
845 TextureVertex::set(vertex++,
H A DOpenGLRenderer.cpp945 TextureVertex quadVertices[count * 4];
946 TextureVertex* mesh = &quadVertices[0];
956 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
957 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
958 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
959 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1461 int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1663 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) {
H A DOpenGLRenderer.h172 TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
178 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
/frameworks/base/libs/hwui/font/
H A DCacheTexture.h145 TextureVertex* mesh() const {
165 TextureVertex* mesh = mMesh + mCurrentQuad * 4;
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);
191 TextureVertex* mMesh = nullptr;
H A DCacheTexture.cpp174 mMesh = new TextureVertex[mMaxQuadCount * 4];
/frameworks/base/libs/hwui/renderstate/
H A DMeshState.h35 const TextureVertex kUnitQuadVertices[] = {
44 const GLsizei kTextureVertexStride = sizeof(TextureVertex);
H A DOffscreenBufferPool.cpp79 FatVector<TextureVertex, 64> meshVector(count * 4); // uses heap if more than 64 vertices needed
80 TextureVertex* mesh = &meshVector[0];
89 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
90 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
91 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
92 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
96 sizeof(TextureVertex) * count * 4,
/frameworks/base/libs/hwui/tests/unit/
H A DGlopBuilderTests.cpp71 TextureVertex& expectedVertex = expectedMesh.mappedVertices[i];
72 TextureVertex& builtVertex = builtMesh.mappedVertices[i];

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