Searched refs:mesh (Results 1 - 25 of 31) sorted by last modified time

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/frameworks/rs/api/
H A Drs_graphics.spec112 summary: How to intepret mesh vertex data
114 Describes the way mesh vertex data is interpreted when rendering
136 Opaque handle to a RenderScript mesh object.
446 arg: rs_mesh ism, "mesh object to render"
448 summary: Draw a mesh
450 Draw a mesh using the current context state.
452 If primitiveIndex is specified, draw part of a mesh using the current context state.
454 If start and len are also specified, draw specified index range of part of a mesh using the current context state.
456 Otherwise the whole mesh is rendered.
677 arg: rs_mesh mesh
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/frameworks/rs/driver/
H A DrsdRuntimeStubs.cpp1003 void rsgMeshComputeBoundingBox(::rs_mesh mesh, argument
1007 rsrMeshComputeBoundingBox(rsc, (Mesh *)mesh.p, minX, minY, minZ, maxX, maxY, maxZ);
/frameworks/rs/driver/runtime/
H A Drs_mesh.c12 Mesh_t *mesh = (Mesh_t *)m.p; local
13 if (mesh == NULL) {
16 return mesh->mHal.state.vertexBuffersCount;
21 Mesh_t *mesh = (Mesh_t *)m.p; local
22 if (mesh == NULL) {
25 return mesh->mHal.state.primitivesCount;
30 Mesh_t *mesh = (Mesh_t *)m.p; local
31 if (mesh == NULL || index >= mesh->mHal.state.vertexBuffersCount) {
35 rs_allocation returnAlloc = {mesh
43 Mesh_t *mesh = (Mesh_t *)m.p; local
56 Mesh_t *mesh = (Mesh_t *)m.p; local
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/frameworks/rs/
H A DrsDriverLoader.cpp151 ret &= fn(RS_HAL_GRAPHICS_MESH_INIT, (void **)&rsc->mHal.funcs.mesh.init);
152 ret &= fn(RS_HAL_GRAPHICS_MESH_DRAW, (void **)&rsc->mHal.funcs.mesh.draw);
153 ret &= fn(RS_HAL_GRAPHICS_MESH_DESTROY, (void **)&rsc->mHal.funcs.mesh.destroy);
H A DrsMesh.cpp64 mRSC->mHal.funcs.mesh.destroy(mRSC, this);
77 mRSC->mHal.funcs.mesh.init(mRSC, this);
110 ALOGE("mesh loading skipped due to invalid class id");
147 Mesh *mesh = new Mesh(rsc, vertexBuffersCount, primitivesCount); local
148 mesh->assignName(name);
150 mesh->setVertexBuffer(vertexBuffers[vCount].get(), vCount);
153 mesh->setPrimitive(indexBuffers[pCount].get(), primitives[pCount], pCount);
166 mesh->init();
167 mesh->uploadAll(rsc);
169 return mesh;
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H A Drs_hal.h347 } mesh; member in struct:android::renderscript::__anon1695
/frameworks/rs/scriptc/
H A Drs_graphics.rsh138 * rs_primitive: How to intepret mesh vertex data
142 * Describes the way mesh vertex data is interpreted when rendering
185 * Opaque handle to a RenderScript mesh object.
750 * rsgDrawMesh: Draw a mesh
754 * Draw a mesh using the current context state.
756 * If primitiveIndex is specified, draw part of a mesh using the current context state.
758 * If start and len are also specified, draw specified index range of part of a mesh using the current context state.
760 * Otherwise the whole mesh is rendered.
763 * ism: mesh object to render
1024 * Computes an axis aligned bounding box of a mesh objec
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/frameworks/native/services/surfaceflinger/
H A DLayer.cpp1024 // TODO: we probably want to generate the texture coords with the mesh
1166 void Layer::computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh, argument
1198 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
H A DLayer.h174 void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
555 // The mesh used to draw the layer in GLES composition mode
H A DLayerDim.cpp51 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2);
52 computeGeometry(hw, mesh, useIdentityTransform);
55 engine.drawMesh(mesh);
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DGLES11RenderEngine.cpp273 void GLES11RenderEngine::drawMesh(const Mesh& mesh) { argument
274 if (mesh.getTexCoordsSize()) {
276 glTexCoordPointer(mesh.getTexCoordsSize(),
278 mesh.getByteStride(),
279 mesh.getTexCoords());
282 glVertexPointer(mesh.getVertexSize(),
284 mesh.getByteStride(),
285 mesh.getPositions());
287 glDrawArrays(mesh.getPrimitive(), 0, mesh
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H A DGLES11RenderEngine.h71 virtual void drawMesh(const Mesh& mesh);
H A DGLES20RenderEngine.cpp243 void GLES20RenderEngine::drawMesh(const Mesh& mesh) { argument
247 if (mesh.getTexCoordsSize()) {
250 mesh.getTexCoordsSize(),
252 mesh.getByteStride(),
253 mesh.getTexCoords());
257 mesh.getVertexSize(),
259 mesh.getByteStride(),
260 mesh.getPositions());
262 glDrawArrays(mesh.getPrimitive(), 0, mesh
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H A DGLES20RenderEngine.h87 virtual void drawMesh(const Mesh& mesh);
H A DRenderEngine.cpp202 Mesh mesh(Mesh::TRIANGLES, c*6, 2);
203 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
219 drawMesh(mesh);
H A DRenderEngine.h115 virtual void drawMesh(const Mesh& mesh) = 0;
/frameworks/base/rs/jni/
H A Dandroid_renderscript_RenderScript.cpp2696 nMeshGetVertexBufferCount(JNIEnv *_env, jobject _this, jlong con, jlong mesh) argument
2699 ALOGD("nMeshGetVertexBufferCount, con(%p), Mesh(%p)", (RsContext)con, (RsMesh)mesh);
2702 rsaMeshGetVertexBufferCount((RsContext)con, (RsMesh)mesh, &vtxCount);
2707 nMeshGetIndexCount(JNIEnv *_env, jobject _this, jlong con, jlong mesh) argument
2710 ALOGD("nMeshGetIndexCount, con(%p), Mesh(%p)", (RsContext)con, (RsMesh)mesh);
2713 rsaMeshGetIndexCount((RsContext)con, (RsMesh)mesh, &idxCount);
2718 nMeshGetVertices(JNIEnv *_env, jobject _this, jlong con, jlong mesh, jlongArray _ids, jint numVtxIDs) argument
2721 ALOGD("nMeshGetVertices, con(%p), Mesh(%p)", (RsContext)con, (RsMesh)mesh);
2725 rsaMeshGetVertices((RsContext)con, (RsMesh)mesh, allocs, (uint32_t)numVtxIDs);
2736 nMeshGetIndices(JNIEnv *_env, jobject _this, jlong con, jlong mesh, jlongArra argument
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/frameworks/base/libs/hwui/
H A DBakedOpDispatcher.cpp100 // of vertices we need in the new mesh
106 // TODO: cache mesh lookups
119 // Create a mesh that contains the transformed vertices for all the
127 // TODO: cache mesh lookups
286 // the mesh is generated with the inverse transform (in the case of scale,
287 // the mesh is generated at 1.0 / scale for instance.) This allows us to
448 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
449 ColorTextureVertex* vertex = &mesh[0];
510 .setMeshColoredTexturedMesh(mesh.get(), elementCount)
603 const Patch* mesh local
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H A DFontRenderer.cpp73 .setMeshTexturedIndexedQuads(texture.mesh(), texture.meshElementCount())
83 .setMeshTexturedIndexedQuads(texture.mesh(), texture.meshElementCount())
286 if (!cacheTexture->mesh()) {
H A DGlop.h42 * are enabled/disabled dynamically based on mesh content.
70 // Canvas transform isn't applied to the mesh at draw time,
79 * Includes all of the mesh, fill, and GL state required to perform
116 } mesh; member in struct:android::uirenderer::Glop
145 // modelView transform, accounting for delta between mesh transform and content of the mesh
146 // often represents x/y offsets within command, or scaling for mesh unit size
H A DGlopBuilder.cpp76 mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
77 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr };
78 mOutGlop->mesh.vertices = {
83 mOutGlop->mesh.elementCount = elementCount;
90 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
91 mOutGlop->mesh.indices = { 0, nullptr };
92 mOutGlop->mesh.vertices = {
97 mOutGlop->mesh.elementCount = 4;
109 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
110 mOutGlop->mesh
686 const Glop::Mesh& mesh = glop.mesh; local
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H A DLayer.cpp63 delete[] mesh;
H A DLayer.h328 * If the layer can be rendered as a mesh, this is non-null.
330 TextureVertex* mesh = nullptr; member in class:android::uirenderer::Layer
H A DLayerRenderer.cpp131 if (mLayer->mesh) {
132 delete[] mLayer->mesh;
133 mLayer->mesh = nullptr;
152 if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
153 delete[] mLayer->mesh;
154 mLayer->mesh = nullptr;
157 if (!mLayer->mesh) {
158 mLayer->mesh = new TextureVertex[count * 4];
166 TextureVertex* mesh = mLayer->mesh; local
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H A DOpenGLRenderer.cpp946 TextureVertex* mesh = &quadVertices[0]; local
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);
1065 Vertex mesh[quadCount * 4]; local
1066 Vertex* vertex = mesh;
1085 .setMeshIndexedQuads(&mesh[0], quadCount)
1324 // NOTE: We could use the region contour path to generate a smaller mesh
1524 std::unique_ptr<ColorTextureVertex[]> mesh(ne
1630 drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, float left, float top, float right, float bottom, const SkPaint* paint) argument
2394 Vertex mesh[count]; local
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