/frameworks/base/libs/hwui/renderstate/ |
H A D | MeshState.cpp | 70 ALOGD("MeshState vertices: vertex data %p, stride %d", 116 void MeshState::bindPositionVertexPointer(const GLvoid* vertices, GLsizei stride) { argument 117 // update pos coords if !current vbo, since vertices may point into mutable memory (e.g. stack) 119 || vertices != mCurrentPositionPointer 121 glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices); 122 mCurrentPositionPointer = vertices; 127 void MeshState::bindTexCoordsVertexPointer(const GLvoid* vertices, GLsizei stride) { argument 128 // update tex coords if !current vbo, since vertices may point into mutable memory (e.g. stack) 130 || vertices != mCurrentTexCoordsPointer 132 glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices); [all...] |
H A D | RenderState.cpp | 240 const Glop::Mesh::Vertices& vertices = mesh.vertices; local 294 // vertices 295 meshState().bindMeshBuffer(vertices.bufferObject); 296 meshState().bindPositionVertexPointer(vertices.position, vertices.stride); 322 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 324 meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); 329 if (vertices [all...] |
H A D | MeshState.h | 84 void bindPositionVertexPointer(const GLvoid* vertices, 91 void bindTexCoordsVertexPointer(const GLvoid* vertices,
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/frameworks/base/libs/hwui/tests/unit/ |
H A D | GlopBuilderTests.cpp | 62 EXPECT_EQ(expectedMesh.vertices.attribFlags, builtMesh.vertices.attribFlags); 63 EXPECT_EQ(expectedMesh.vertices.bufferObject, builtMesh.vertices.bufferObject); 64 EXPECT_EQ(expectedMesh.vertices.color, builtMesh.vertices.color); 65 EXPECT_EQ(expectedMesh.vertices.position, builtMesh.vertices.position); 66 EXPECT_EQ(expectedMesh.vertices.stride, builtMesh.vertices [all...] |
/frameworks/av/cmds/screenrecord/ |
H A D | TextRenderer.cpp | 194 float vertices[len * quadCoords]; 218 vertices[off + 0] = vertLeft; 219 vertices[off + 1] = vertBottom; 220 vertices[off + 2] = vertRight; 221 vertices[off + 3] = vertBottom; 222 vertices[off + 4] = vertLeft; 223 vertices[off + 5] = vertTop; 224 vertices[off + 6] = vertLeft; 225 vertices[off + 7] = vertTop; 226 vertices[of [all...] |
H A D | Program.h | 62 const float* vertices, const float* texes, size_t count) const; 72 const float* vertices, const float* texes, bool invert) const;
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H A D | Program.cpp | 230 const float* vertices, const float* texes, size_t count) const { 235 err = beforeDraw(texName, texMatrix, vertices, texes, false); 244 const float* vertices, const float* texes, bool invert) const { 261 glVertexAttribPointer(maPositionLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices); 229 drawTriangles(GLuint texName, const float* texMatrix, const float* vertices, const float* texes, size_t count) const argument 243 beforeDraw(GLuint texName, const float* texMatrix, const float* vertices, const float* texes, bool invert) const argument
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/frameworks/base/tests/AccessoryDisplay/source/src/com/android/accessorydisplay/source/presentation/ |
H A D | Cube.java | 33 int vertices[] = { 72 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); 75 mVertexBuffer.put(vertices);
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/frameworks/base/libs/hwui/ |
H A D | PathTessellator.cpp | 84 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices 202 * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a 205 * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip 206 * (for a total of perimeter.size() * 2 + 2 vertices) 260 * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except: 262 * 1 - Doesn't need to wrap around, since the input vertices are unclosed 264 * 2 - can zig-zag across 'extra' vertices at either end, to create round caps 267 const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) { 269 const int allocSize = (vertices.size() + extra) * 2; 272 const int lastIndex = vertices 266 getStrokeVerticesFromUnclosedVertices(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument 406 storeCapAA(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) argument 576 getStrokeVerticesFromUnclosedVerticesAA(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, VertexBuffer& vertexBuffer) argument 923 reverseVectorIfNotClockwise(std::vector<Vertex>& vertices) argument [all...] |
H A D | GlopBuilder.cpp | 78 mOutGlop->mesh.vertices = { 92 mOutGlop->mesh.vertices = { 103 // can't use unit quad VBO, so build UV vertices manually 111 mOutGlop->mesh.vertices = { 131 mOutGlop->mesh.vertices = { 145 mOutGlop->mesh.vertices = { 159 mOutGlop->mesh.vertices = { 173 mOutGlop->mesh.vertices = { 187 mOutGlop->mesh.vertices = { 206 mOutGlop->mesh.vertices 690 const Glop::Mesh::Vertices& vertices = glop.mesh.vertices; local [all...] |
H A D | AmbientShadow.cpp | 18 * Extra vertices for the corner for smoother corner. 19 * Only for outer vertices. 22 // For half circle, we could add EXTRA_VERTEX_PER_PI vertices. 27 // therefore, the maximum number of extra vertices will be twice bigger. 34 * Extra vertices for the Edge for interpolation artifacts. 35 * Same value for both inner and outer vertices. 49 // edge vertices. 68 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) { argument 70 Vector2 currentVertex = { vertices[current].x, vertices[curren [all...] |
H A D | RecordedOp.h | 225 const float* vertices, const int* colors) 230 , vertices(vertices) 235 const float* vertices; member in struct:android::uirenderer::BitmapMeshOp 376 SimpleRectsOp(BASE_PARAMS, Vertex* vertices, size_t vertexCount) argument 378 , vertices(vertices) 380 Vertex* vertices; member in struct:android::uirenderer::SimpleRectsOp 224 BitmapMeshOp(BASE_PARAMS, const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors) argument
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H A D | Glop.h | 112 } vertices; member in struct:android::uirenderer::Glop::Mesh
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H A D | Patch.cpp | 60 vertices.reset(new TextureVertex[maxVertices]); 61 TextureVertex* vertex = vertices.get(); 142 memcpy(reducedVertices.get(), vertices.get(), verticesCount * sizeof(TextureVertex)); 143 vertices = std::move(reducedVertices);
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H A D | Patch.h | 51 std::unique_ptr<TextureVertex[]> vertices; member in class:android::uirenderer::Patch
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H A D | BakedOpDispatcher.cpp | 38 static void storeTexturedRect(TextureVertex* vertices, const Rect& bounds, const Rect& texCoord) { argument 39 vertices[0] = { bounds.left, bounds.top, texCoord.left, texCoord.top }; 40 vertices[1] = { bounds.right, bounds.top, texCoord.right, texCoord.top }; 41 vertices[2] = { bounds.left, bounds.bottom, texCoord.left, texCoord.bottom }; 42 vertices[3] = { bounds.right, bounds.bottom, texCoord.right, texCoord.bottom }; 56 TextureVertex vertices[opList.count * 4]; local 63 TextureVertex* rectVerts = &vertices[i * 4]; 81 .setMeshTexturedIndexedQuads(vertices, opList.count * 6) 100 // of vertices we need in the new mesh 117 TextureVertex vertices[totalVertice local 483 const float* vertices = op.vertices; local [all...] |
H A D | Matrix.cpp | 472 float vertices[] = { local 482 float px = vertices[i]; 483 float py = vertices[i + 1]; 490 vertices[i] = x * z; 491 vertices[i + 1] = y * z; 494 r.left = r.right = vertices[0]; 495 r.top = r.bottom = vertices[1]; 498 x = vertices[i]; 499 y = vertices[i + 1];
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H A D | OpenGLRenderer.cpp | 1269 Vertex* vertices = &rectangleVertices[0]; local 1272 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1461 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1480 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1512 const float* vertices, const int* colors, const SkPaint* paint) { 1513 if (!vertices || mState.currentlyIgnored()) { 1558 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1559 ColorTextureVertex::set(vertex++, vertices[ax], vertices[a 1460 drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint) argument 1511 drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument 1662 drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) argument [all...] |
H A D | BakedOpRenderer.cpp | 193 std::vector<Vertex> vertices; local 194 vertices.reserve(count); 195 Vertex* vertex = vertices.data(); 217 .setMeshIndexedQuads(vertices.data(), count / 4)
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H A D | PatchCache.cpp | 180 * Sets the mesh's offsets and copies its associated vertices into 218 glBufferSubData(GL_ARRAY_BUFFER, newMesh->positionOffset, size, newMesh->vertices.get()); 251 if (newMesh->vertices) {
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/frameworks/native/libs/gui/tests/ |
H A D | MultiTextureConsumer_test.cpp | 114 GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} }; local 115 glVertexPointer(2, GL_FLOAT, 0, vertices);
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/frameworks/native/opengl/tests/linetex/ |
H A D | linetex.cpp | 85 const GLfloat vertices[4][2] = { local 104 glVertexPointer(2, GL_FLOAT, 0, vertices);
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/frameworks/native/opengl/tests/fillrate/ |
H A D | fillrate.cpp | 96 const GLfloat vertices[4][2] = { local 119 glVertexPointer(2, GL_FLOAT, 0, vertices);
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/frameworks/native/opengl/tests/angeles/ |
H A D | demo.c | 116 static GLOBJECT * newGLObject(long vertices, int vertexComponents, argument 123 result->count = vertices; 125 result->vertexArray = (GLfixed *)malloc(vertices * vertexComponents * 127 result->colorArray = (GLubyte *)malloc(vertices * 4 * sizeof(GLubyte)); 130 result->normalArray = (GLfixed *)malloc(vertices * 3 * 207 const long vertices = triangleCount * 3; local 213 result = newGLObject(vertices, 3, 1); 338 // Set number of vertices in object to the actual amount created. 351 const long vertices = triangleCount * 3; local 356 result = newGLObject(vertices, [all...] |
/frameworks/native/opengl/tests/filter/ |
H A D | filter.cpp | 144 const GLfloat vertices[4][2] = { 179 glVertexPointer(2, GL_FLOAT, 0, vertices);
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