Searched defs:vertices (Results 1 - 25 of 25) sorted by relevance

/frameworks/base/libs/hwui/
H A DPatch.h51 std::unique_ptr<TextureVertex[]> vertices; member in class:android::uirenderer::Patch
H A DBakedOpRenderer.cpp193 std::vector<Vertex> vertices; local
194 vertices.reserve(count);
195 Vertex* vertex = vertices.data();
217 .setMeshIndexedQuads(vertices.data(), count / 4)
H A DGlop.h112 } vertices; member in struct:android::uirenderer::Glop::Mesh
H A DAmbientShadow.cpp18 * 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
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H A DGlopBuilder.cpp78 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
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H A DMatrix.cpp472 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];
H A DRecordedOp.h225 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
H A DSkiaCanvasProxy.cpp141 void SkiaCanvasProxy::onDrawVertices(VertexMode mode, int vertexCount, const SkPoint vertices[], argument
150 const float* vArray = &vertices[0].fX;
372 // If it fails to generate the vertices, then we do not draw.
H A DBakedOpDispatcher.cpp38 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
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H A DDisplayListCanvas.cpp313 const float* vertices, const int* colors, const SkPaint* paint) {
315 vertices = refBuffer<float>(vertices, vertexCount * 2); // 2 floats per vertex
320 vertices, colors, paint));
312 drawBitmapMesh(const SkBitmap& bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
H A DRecordingCanvas.cpp524 const float* vertices, const int* colors, const SkPaint* paint) {
527 calcBoundsOfPoints(vertices, vertexCount * 2),
531 refBuffer<float>(vertices, vertexCount * 2), // 2 floats per vertex
523 drawBitmapMesh(const SkBitmap& bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
H A DDisplayListOp.h637 TextureVertex vertices[6 * ops.size()]; variable
638 TextureVertex* vertex = &vertices[0];
669 renderer.drawBitmaps(mBitmap, mEntry, ops.size(), &vertices[0],
742 const float* vertices, const int* colors, const SkPaint* paint)
743 : DrawBoundedOp(vertices, 2 * (meshWidth + 1) * (meshHeight + 1), paint),
745 mVertices(vertices), mColors(colors) {}
800 * and transforming the vertices of each 9-patch in the batch. This method
810 // of vertices we need in the new mesh
820 TextureVertex vertices[totalVertices]; variable
821 TextureVertex* vertex = &vertices[
741 DrawBitmapMeshOp(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
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H A DPathTessellator.cpp84 * 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
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H A DSkiaCanvas.cpp145 const float* vertices, const int* colors, const SkPaint* paint) override;
649 const float* vertices, const int* colors, const SkPaint* paint) {
740 mCanvas->drawVertices(SkCanvas::kTriangles_VertexMode, ptCount, (SkPoint*)vertices,
648 drawBitmapMesh(const SkBitmap& bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint) argument
H A DOpenGLRenderer.cpp1269 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
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/frameworks/native/libs/gui/tests/
H A DMultiTextureConsumer_test.cpp114 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);
H A DSRGB_test.cpp179 static const GLfloat vertices[] = { local
186 glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
/frameworks/native/opengl/tests/linetex/
H A Dlinetex.cpp85 const GLfloat vertices[4][2] = { local
104 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/base/libs/hwui/renderstate/
H A DMeshState.cpp70 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);
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H A DRenderState.cpp240 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
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/frameworks/native/opengl/tests/fillrate/
H A Dfillrate.cpp96 const GLfloat vertices[4][2] = { local
119 glVertexPointer(2, GL_FLOAT, 0, vertices);
/frameworks/av/cmds/screenrecord/
H A DProgram.cpp230 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
/frameworks/native/opengl/tests/gl_jni/jni/
H A Dgl_code.cpp151 const GLfloat vertices[] = { local
166 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/tritex/
H A Dtritex.cpp233 const GLfloat vertices[] = { local
254 glVertexPointer(3, GL_FLOAT, 0, vertices);
/frameworks/native/opengl/tests/angeles/
H A Ddemo.c116 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,
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