Searched defs:mesh (Results 1 - 14 of 14) sorted by relevance

/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/base/libs/hwui/
H A DPatchCache.cpp163 * Sets the mesh's offsets and copies its associated vertices into
164 * the mesh buffer (VBO).
179 // Find a block where we can fit the mesh
183 // The mesh fits
200 // Copy the 9patch mesh in the VBO
230 const Patch* mesh = mCache.get(description); local
232 if (!mesh) {
248 return mesh;
H A DGlop.h40 * are enabled/disabled dynamically based on mesh content.
68 // Canvas transform isn't applied to the mesh at draw time,
77 * Includes all of the mesh, fill, and GL state required to perform
114 } mesh; member in struct:android::uirenderer::Glop
142 // modelView transform, accounting for delta between mesh transform and content of the mesh
143 // often represents x/y offsets within command, or scaling for mesh unit size
H A DGlopBuilder.cpp79 mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
80 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr };
81 mOutGlop->mesh.vertices = {
86 mOutGlop->mesh.elementCount = elementCount;
93 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
94 mOutGlop->mesh.indices = { 0, nullptr };
95 mOutGlop->mesh.vertices = {
100 mOutGlop->mesh.elementCount = 4;
112 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
113 mOutGlop->mesh
660 const Glop::Mesh& mesh = glop.mesh; local
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H A DBakedOpDispatcher.cpp94 // of vertices we need in the new mesh
100 // TODO: cache mesh lookups
113 // Create a mesh that contains the transformed vertices for all the
121 // TODO: cache mesh lookups
280 // the mesh is generated with the inverse transform (in the case of scale,
281 // the mesh is generated at 1.0 / scale for instance.) This allows us to
447 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
448 ColorTextureVertex* vertex = &mesh[0];
496 .setMeshColoredTexturedMesh(mesh.get(), elementCount)
588 const Patch* mesh local
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/frameworks/base/libs/hwui/renderstate/
H A DOffscreenBufferPool.cpp81 TextureVertex* mesh = &meshVector[0]; local
90 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
91 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
92 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
93 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
H A DRenderState.cpp261 const Glop::Mesh& mesh = glop.mesh; local
262 const Glop::Mesh::Vertices& vertices = mesh.vertices;
263 const Glop::Mesh::Indices& indices = mesh.indices;
419 GLsizei elementsCount = mesh.elementCount;
429 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
434 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
436 glDrawArrays(mesh.primitiveMode, 0, mesh
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/frameworks/rs/
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.h350 } mesh; member in struct:android::renderscript::__anon2040
/frameworks/base/libs/hwui/font/
H A DCacheTexture.h145 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);
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DGLES20RenderEngine.cpp373 void GLES20RenderEngine::drawMesh(const Mesh& mesh) { argument
375 if (mesh.getTexCoordsSize()) {
378 mesh.getTexCoordsSize(),
380 mesh.getByteStride(),
381 mesh.getTexCoords());
385 mesh.getVertexSize(),
387 mesh.getByteStride(),
388 mesh.getPositions());
399 glDrawArrays(mesh.getPrimitive(), 0, mesh
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/frameworks/native/services/surfaceflinger/
H A DLayer.cpp1191 // TODO: we probably want to generate the texture coords with the mesh
1380 void Layer::computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh, argument
1408 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
/frameworks/rs/driver/
H A DrsdRuntimeStubs.cpp1064 void rsgMeshComputeBoundingBox(::rs_mesh mesh, argument
1068 rsrMeshComputeBoundingBox(rsc, (Mesh *)mesh.p, minX, minY, minZ, maxX, maxY, maxZ);
/frameworks/base/rs/jni/
H A Dandroid_renderscript_RenderScript.cpp2708 nMeshGetVertexBufferCount(JNIEnv *_env, jobject _this, jlong con, jlong mesh) argument
2711 ALOGD("nMeshGetVertexBufferCount, con(%p), Mesh(%p)", (RsContext)con, (RsMesh)mesh);
2714 rsaMeshGetVertexBufferCount((RsContext)con, (RsMesh)mesh, &vtxCount);
2719 nMeshGetIndexCount(JNIEnv *_env, jobject _this, jlong con, jlong mesh) argument
2722 ALOGD("nMeshGetIndexCount, con(%p), Mesh(%p)", (RsContext)con, (RsMesh)mesh);
2725 rsaMeshGetIndexCount((RsContext)con, (RsMesh)mesh, &idxCount);
2730 nMeshGetVertices(JNIEnv *_env, jobject _this, jlong con, jlong mesh, jlongArray _ids, jint numVtxIDs) argument
2733 ALOGD("nMeshGetVertices, con(%p), Mesh(%p)", (RsContext)con, (RsMesh)mesh);
2737 rsaMeshGetVertices((RsContext)con, (RsMesh)mesh, allocs, (uint32_t)numVtxIDs);
2748 nMeshGetIndices(JNIEnv *_env, jobject _this, jlong con, jlong mesh, jlongArra argument
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