Searched defs:opaque (Results 1 - 25 of 26) sorted by relevance

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/frameworks/base/packages/WallpaperCropper/src/com/android/gallery3d/glrenderer/
H A DRawTexture.java29 public RawTexture(int width, int height, boolean opaque) { argument
30 mOpaque = opaque;
/frameworks/base/libs/hwui/tests/microbench/
H A DShadowBench.cpp72 static inline void tessellateShadows(ShadowTestData& testData, bool opaque, argument
75 opaque, &shape, &testData.casterTransformXY,
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DDescription.cpp56 void Description::setOpaque(bool opaque) { argument
57 if (opaque != mOpaque) {
58 mOpaque = opaque;
H A DGLES20RenderEngine.cpp216 bool opaque, float alpha) {
219 bool premultipliedAlpha, bool opaque, int alpha) {
223 mState.setOpaque(opaque);
227 if (alpha < 1.0f || !opaque) {
231 if (alpha < 0xFF || !opaque) {
215 setupLayerBlending(bool premultipliedAlpha, bool opaque, float alpha) argument
/frameworks/base/libs/hwui/tests/unit/
H A DSkiaPipelineTests.cpp48 bool opaque = true; local
54 pipeline->renderFrame(layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface);
132 bool opaque = true; local
138 pipeline->renderLayers(lightGeometry, &layerUpdateQueue, opaque, lightInfo);
158 bool opaque = true; local
169 pipeline->renderFrame(layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface);
174 pipeline->renderFrame(layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface);
179 pipeline->renderFrame(layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface);
184 pipeline->renderFrame(layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface);
189 pipeline->renderFrame(layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBound
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/frameworks/base/libs/hwui/
H A DBakedOpRenderer.h57 BakedOpRenderer(Caches& caches, RenderState& renderState, bool opaque, argument
62 , mOpaque(opaque)
H A DTessellationCache.h92 ShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque, argument
97 , opaque(opaque)
114 bool opaque; member in class:android::uirenderer::TessellationCache::ShadowTask
164 bool opaque, const SkPath* casterPerimeter,
176 bool opaque, const SkPath* casterPerimeter,
H A DTessellationCache.cpp280 tessellateShadows(&t->drawTransform, &t->localClip, t->opaque, &t->casterPerimeter,
355 bool opaque, const SkPath* casterPerimeter,
361 sp<ShadowTask> task = new ShadowTask(drawTransform, localClip, opaque,
373 bool opaque, const SkPath* casterPerimeter,
379 precacheShadows(drawTransform, localClip, opaque, casterPerimeter,
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
H A DRenderProperties.h80 bool setOpaque(bool opaque) { argument
81 return RP_SET(mOpaque, opaque);
84 bool opaque() const { function in class:android::uirenderer::LayerProperties
115 return !opaque() || alpha() < 255;
133 // Whether or not that Layer's content is opaque, doesn't include alpha
/frameworks/base/libs/hwui/pipeline/skia/
H A DSkiaOpenGLPipeline.cpp63 const Rect& contentDrawBounds, bool opaque,
87 renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface);
59 draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty, const FrameBuilder::LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds, bool opaque, const BakedOpRenderer::LightInfo& lightInfo, const std::vector<sp<RenderNode>>& renderNodes, FrameInfoVisualizer* profiler) argument
H A DSkiaVulkanPipeline.cpp69 const Rect& contentDrawBounds, bool opaque,
79 renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, backBuffer);
65 draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty, const FrameBuilder::LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds, bool opaque, const BakedOpRenderer::LightInfo& lightInfo, const std::vector<sp<RenderNode>>& renderNodes, FrameInfoVisualizer* profiler) argument
H A DSkiaPipeline.cpp73 LayerUpdateQueue* layerUpdateQueue, bool opaque,
77 renderLayersImpl(*layerUpdateQueue, opaque);
81 void SkiaPipeline::renderLayersImpl(const LayerUpdateQueue& layers, bool opaque) { argument
180 const std::vector<sp<RenderNode>>& nodes, bool opaque, const Rect &contentDrawBounds,
184 renderLayersImpl(layers, opaque);
202 renderFrameImpl(layers, clip, nodes, opaque, contentDrawBounds, canvas);
235 const std::vector<sp<RenderNode>>& nodes, bool opaque, const Rect &contentDrawBounds,
240 if (!opaque) {
361 // Pass true for opaque so we skip the clear - the overdrawCanvas is already zero
72 renderLayers(const FrameBuilder::LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue, bool opaque, const BakedOpRenderer::LightInfo& lightInfo) argument
179 renderFrame(const LayerUpdateQueue& layers, const SkRect& clip, const std::vector<sp<RenderNode>>& nodes, bool opaque, const Rect &contentDrawBounds, sk_sp<SkSurface> surface) argument
234 renderFrameImpl(const LayerUpdateQueue& layers, const SkRect& clip, const std::vector<sp<RenderNode>>& nodes, bool opaque, const Rect &contentDrawBounds, SkCanvas* canvas) argument
/frameworks/ex/framesequence/src/android/support/rastermill/
H A DFrameSequence.java53 boolean opaque, int frameCount, int defaultLoopCount) {
57 mOpaque = opaque;
52 FrameSequence(long nativeFrameSequence, int width, int height, boolean opaque, int frameCount, int defaultLoopCount) argument
/frameworks/native/cmds/flatland/
H A DComposers.cpp143 Composer* opaque() { function in namespace:android
/frameworks/base/libs/hwui/renderthread/
H A DOpenGLPipeline.cpp61 const Rect& contentDrawBounds, bool opaque,
80 opaque, lightInfo);
186 LayerUpdateQueue* layerUpdateQueue, bool opaque,
193 opaque, lightInfo);
58 draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty, const FrameBuilder::LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds, bool opaque, const BakedOpRenderer::LightInfo& lightInfo, const std::vector< sp<RenderNode> >& renderNodes, FrameInfoVisualizer* profiler) argument
185 renderLayers(const FrameBuilder::LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue, bool opaque, const BakedOpRenderer::LightInfo& lightInfo) argument
H A DCanvasContext.cpp240 void CanvasContext::setOpaque(bool opaque) { argument
241 mOpaque = opaque;
H A DRenderProxy.cpp219 CREATE_BRIDGE2(setOpaque, CanvasContext* context, bool opaque) { argument
220 args->context->setOpaque(args->opaque);
224 void RenderProxy::setOpaque(bool opaque) { argument
227 args->opaque = opaque;
/frameworks/base/core/java/android/view/
H A DTextureView.java188 * Indicates whether the content of this TextureView is opaque. The
189 * content is assumed to be opaque by default.
191 * @param opaque True if the content of this TextureView is opaque,
194 public void setOpaque(boolean opaque) { argument
195 if (opaque != mOpaque) {
196 mOpaque = opaque;
474 * situations, make sure this texture view is not marked opaque.</p>
H A DViewStructure.java80 * (completely transparent) to 1 (completely opaque); the default is 1, which means
155 * Set the opaque state of this view, as per {@link View#isOpaque View.isOpaque()}.
157 public abstract void setOpaque(boolean opaque); argument
308 * @param virtualId an opaque ID to the Android System; it's the same id used on
H A DWindowManagerGlobal.java629 public void changeCanvasOpacity(IBinder token, boolean opaque) { argument
636 mRoots.get(i).changeCanvasOpacity(opaque);
H A DThreadedRenderer.java540 // If the surface has insets, it can't be opaque.
575 void setOpaque(boolean opaque) { argument
576 mIsOpaque = opaque && !mHasInsets;
997 private static native void nSetOpaque(long nativeProxy, boolean opaque); argument
H A DViewRootImpl.java2662 // is opaque. If it's not opaque then HWUI already internally does a glClear to
2663 // transparent, so there's no risk of underdraw on non-opaque surfaces.
7378 void changeCanvasOpacity(boolean opaque) { argument
7379 Log.d(mTag, "changeCanvasOpacity: opaque=" + opaque);
7381 mAttachInfo.mThreadedRenderer.setOpaque(opaque);
/frameworks/support/design/tests/src/android/support/design/testutils/
H A DViewStructureImpl.java174 public void setOpaque(boolean opaque) { argument
/frameworks/base/core/jni/
H A Dandroid_view_ThreadedRenderer.cpp691 jlong proxyPtr, jboolean opaque) {
693 proxy->setOpaque(opaque);
690 android_view_ThreadedRenderer_setOpaque(JNIEnv* env, jobject clazz, jlong proxyPtr, jboolean opaque) argument
/frameworks/base/core/java/android/app/assist/
H A DAssistStructure.java1222 * Returns true if this node is opaque.
1569 public void setOpaque(boolean opaque) { argument
1571 | (opaque ? ViewNode.FLAGS_OPAQUE : 0);

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