/frameworks/base/libs/hwui/ |
H A D | Vertex.h | 29 * Simple structure to describe a vertex with a position and a texture. 43 static inline void set(Vertex* vertex, float x, float y) { argument 44 vertex->x = x; 45 vertex->y = y; 48 static inline void set(Vertex* vertex, Vector2 val) { set(vertex, val.x, val.y); } argument 50 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { argument 51 set(vertex, src.x + x, src.y + y); 59 * Simple structure to describe a vertex with a position and texture UV. 65 static inline void set(TextureVertex* vertex, floa argument 69 setUV(TextureVertex* vertex, float u, float v) argument 86 set(ColorTextureVertex* vertex, float x, float y, float u, float v, uint32_t color) argument 103 set(AlphaVertex* vertex, float x, float y, float alpha) argument 107 copyWithOffset(AlphaVertex* vertex, const AlphaVertex& src, float x, float y) argument 112 setColor(AlphaVertex* vertex, float alpha) argument [all...] |
H A D | Patch.cpp | 60 TextureVertex* vertex = vertices.get(); local 123 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, width, 135 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, width, bitmapWidth, 146 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, float y1, argument 171 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 182 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 186 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, float u1, argument 213 TextureVertex::set(vertex++, x1, y1, u1, v1); 214 TextureVertex::set(vertex++, x2, y1, u2, v1); 215 TextureVertex::set(vertex [all...] |
H A D | Patch.h | 60 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, float y1, 63 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, float u1,
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H A D | Program.cpp | 29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument 37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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H A D | BakedOpRenderer.cpp | 191 Vertex* vertex = vertices.data(); local 199 Vertex::set(vertex++, l, t); 200 Vertex::set(vertex++, r, t); 201 Vertex::set(vertex++, l, b); 202 Vertex::set(vertex++, r, b);
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H A D | BakedOpDispatcher.cpp | 112 TextureVertex* vertex = &vertices[0]; local 140 TextureVertex::set(vertex++, opVertices->x + tx, opVertices->y + ty, opVertices->u, 275 // apply the full transform matrix at draw time in the vertex shader. 444 ColorTextureVertex* vertex = &mesh[0]; local 474 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 475 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 476 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 478 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 479 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 480 ColorTextureVertex::set(vertex [all...] |
H A D | RecordingCanvas.cpp | 290 Vertex* vertex = rectData; local 302 Vertex::set(vertex++, l, t); 303 Vertex::set(vertex++, r, t); 304 Vertex::set(vertex++, l, b); 305 Vertex::set(vertex++, r, b); 486 refBuffer<float>(vertices, vertexCount * 2), // 2 floats per vertex 487 refBuffer<int>(colors, vertexCount))); // 1 color per vertex
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H A D | Program.h | 109 * determine the generation of both the vertex and fragment shaders. 320 * A program holds a vertex and a fragment shader. It offers several utility 328 * Creates a new program with the specified vertex and fragment 331 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
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/frameworks/native/services/surfaceflinger/RenderEngine/ |
H A D | Program.h | 32 * Abstracts a GLSL program comprising a vertex and fragment shader 39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
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H A D | Program.cpp | 29 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) argument 31 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/rs/script_api/ |
H A D | rs_graphics.spec | 108 value: RS_PRIMITIVE_TRIANGLE_STRIP = 4, "Vertices will be rendered as a connected triangle strip defined by the first three vertices with each additional triangle defined by a new vertex" 109 value: RS_PRIMITIVE_TRIANGLE_FAN = 5, "Vertices will be rendered as a sequence of triangles that all share first vertex as the origin" 112 summary: How to intepret mesh vertex data 114 Describes the way mesh vertex data is interpreted when rendering 270 arg: rs_program_vertex pv, "program vertex object" 754 ret: rs_allocation, "allocation containing vertex data" 756 arg: uint32_t index, "index of the vertex allocation" 758 summary: Return a vertex allocation 761 vertex data, e.g. positions, normals, texcoords 768 ret: uint32_t, "number of allocations in the mesh that contain vertex dat [all...] |
/frameworks/native/opengl/libagl/ |
H A D | array.cpp | 24 #include "vertex.h" 107 c->arrays.vertex.size = 4; 108 c->arrays.vertex.type = GL_FLOAT; 440 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break; 536 // vertex cache size must be multiple of 1 573 // vertex cache size must be multiple of 1 595 // copy back the last processed vertex 621 // vertex cache size must be multiple of 2 663 // vertex cache size must be multiple of 2. This is extremely important 717 // vertex cach [all...] |
H A D | Android.mk | 23 vertex.cpp.arm
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H A D | context.h | 142 size_t index; // cache tag, and vertex index 202 array_t vertex; member in struct:android::gl::array_machine_t
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H A D | matrix.cpp | 25 #include "vertex.h" 105 if ((c->arrays.vertex.size != 4) && 138 // We need to update the mvp (used to transform each vertex) 710 #pragma mark matrix * vertex
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H A D | primitives.cpp | 26 #include "vertex.h" 223 if (ggl_likely(c->arrays.vertex.enable)) { 885 // clipping, except for the computation of the distance (vertex, plane) 887 // new vertex we create. 900 // previous vertex, compute distance to the plane 904 // clip each vertex against this plane... 966 // previous vertex, compute distance to the plane 969 // clip each vertex against this plane...
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/frameworks/rs/ |
H A D | rsProgramVertex.cpp | 29 mRSC->mHal.funcs.vertex.init(mRSC, this, mUserShader, mUserShaderLen, 34 mRSC->mHal.funcs.vertex.destroy(mRSC, this); 63 rsc->mHal.funcs.vertex.setActive(rsc, this);
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H A D | rsDriverLoader.cpp | 137 ret &= fn(RS_HAL_GRAPHICS_VERTEX_INIT, (void **)&rsc->mHal.funcs.vertex.init); 138 ret &= fn(RS_HAL_GRAPHICS_VERTEX_SET_ACTIVE, (void **)&rsc->mHal.funcs.vertex.setActive); 139 ret &= fn(RS_HAL_GRAPHICS_VERTEX_DESTROY, (void **)&rsc->mHal.funcs.vertex.destroy);
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H A D | rs_hal.h | 335 } vertex; member in struct:android::renderscript::__anon2032
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
H A D | GLTextureViewActivity.java | 280 private static int buildProgram(String vertex, String fragment) { argument 281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/frameworks/base/tests/UiBench/src/com/android/test/uibench/opengl/ |
H A D | ImageFlipRenderThread.java | 233 private static int buildProgram(String vertex, String fragment) { argument 234 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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