Searched defs:casterPerimeter (Results 1 - 2 of 2) sorted by relevance

/frameworks/base/libs/hwui/
H A DTessellationCache.h93 const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ,
98 , casterPerimeter(*casterPerimeter)
115 const SkPath casterPerimeter; member in class:android::uirenderer::TessellationCache::ShadowTask
164 bool opaque, const SkPath* casterPerimeter,
176 bool opaque, const SkPath* casterPerimeter,
221 bool isCasterOpaque, const SkPath* casterPerimeter,
92 ShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
H A DTessellationCache.cpp208 bool isCasterOpaque, const SkPath* casterPerimeter,
216 PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
256 Rect casterBounds(casterPerimeter->getBounds());
280 tessellateShadows(&t->drawTransform, &t->localClip, t->opaque, &t->casterPerimeter,
355 bool opaque, const SkPath* casterPerimeter,
358 ShadowDescription key(casterPerimeter, drawTransform);
362 casterPerimeter, transformXY, transformZ, lightCenter, lightRadius);
373 bool opaque, const SkPath* casterPerimeter,
376 ShadowDescription key(casterPerimeter, drawTransform);
379 precacheShadows(drawTransform, localClip, opaque, casterPerimeter,
206 tessellateShadows( const Matrix4* drawTransform, const Rect* localClip, bool isCasterOpaque, const SkPath* casterPerimeter, const Matrix4* casterTransformXY, const Matrix4* casterTransformZ, const Vector3& lightCenter, float lightRadius, VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer) argument
354 precacheShadows(const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
371 getShadowTask( const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
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