/frameworks/rs/driver/runtime/ |
H A D | rs_mesh.c | 12 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 [all...] |
/frameworks/base/libs/hwui/ |
H A D | GlopBuilder.cpp | 76 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 [all...] |
H A D | LayerRenderer.cpp | 131 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 [all...] |
H A D | Glop.h | 42 * 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
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H A D | PatchCache.cpp | 180 * Sets the mesh's offsets and copies its associated vertices into 181 * the mesh buffer (VBO). 194 // Find a block where we can fit the mesh 198 // The mesh fits 215 // Copy the 9patch mesh in the VBO 244 const Patch* mesh = mCache.get(description); local 246 if (!mesh) { 263 return mesh;
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H A D | OpenGLRenderer.cpp | 946 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 [all...] |
H A D | Layer.cpp | 63 delete[] mesh;
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H A D | Layer.h | 328 * If the layer can be rendered as a mesh, this is non-null. 330 TextureVertex* mesh = nullptr; member in class:android::uirenderer::Layer
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H A D | FontRenderer.cpp | 73 .setMeshTexturedIndexedQuads(texture.mesh(), texture.meshElementCount()) 83 .setMeshTexturedIndexedQuads(texture.mesh(), texture.meshElementCount()) 296 if (!cacheTexture->mesh()) {
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/frameworks/native/services/surfaceflinger/ |
H A D | LayerDim.cpp | 51 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2); 52 computeGeometry(hw, mesh, useIdentityTransform); 55 engine.drawMesh(mesh);
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/frameworks/native/services/surfaceflinger/RenderEngine/ |
H A D | GLES11RenderEngine.cpp | 273 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 [all...] |
H A D | GLES20RenderEngine.cpp | 243 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 [all...] |
H A D | GLES11RenderEngine.h | 71 virtual void drawMesh(const Mesh& mesh);
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H A D | GLES20RenderEngine.h | 87 virtual void drawMesh(const Mesh& mesh);
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H A D | RenderEngine.h | 117 virtual void drawMesh(const Mesh& mesh) = 0;
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H A D | RenderEngine.cpp | 202 Mesh mesh(Mesh::TRIANGLES, c*6, 2); 203 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); 219 drawMesh(mesh);
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/frameworks/base/libs/hwui/font/ |
H A D | CacheTexture.h | 145 TextureVertex* mesh() const { function in class:android::uirenderer::CacheTexture 165 TextureVertex* mesh = mMesh + mCurrentQuad * 4; local 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);
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/frameworks/base/libs/hwui/renderstate/ |
H A D | RenderState.cpp | 239 const Glop::Mesh& mesh = glop.mesh; local 240 const Glop::Mesh::Vertices& vertices = mesh.vertices; 241 const Glop::Mesh::Indices& indices = mesh.indices; 363 GLsizei elementsCount = mesh.elementCount; 373 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 378 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 380 glDrawArrays(mesh.primitiveMode, 0, mesh [all...] |
H A D | OffscreenBufferPool.cpp | 80 TextureVertex* mesh = &meshVector[0]; local 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);
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/frameworks/rs/ |
H A D | rsMesh.cpp | 64 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; [all...] |
H A D | rsDriverLoader.cpp | 151 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);
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/frameworks/base/libs/hwui/tests/unit/ |
H A D | GlopBuilderTests.cpp | 93 expectMeshEq(expectedGlop.mesh, builtGlop.mesh); 100 glop->mesh.elementCount = 4; 101 glop->mesh.primitiveMode = GL_TRIANGLE_STRIP; 102 glop->mesh.indices.indices = nullptr; 103 glop->mesh.indices.bufferObject = GL_ZERO; 104 glop->mesh.vertices = {
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/frameworks/rs/api/ |
H A D | rs_graphics.spec | 112 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 [all...] |
/frameworks/rs/scriptc/ |
H A D | rs_graphics.rsh | 138 * 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 [all...] |
/frameworks/base/rs/jni/ |
H A D | android_renderscript_RenderScript.cpp | 2696 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 [all...] |