Searched refs:vertex (Results 1 - 21 of 21) sorted by relevance

/frameworks/base/libs/hwui/
H A DVertex.h29 * 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 DPatch.cpp60 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 DPatch.h60 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,
H A DProgram.cpp29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { argument
37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
H A DBakedOpRenderer.cpp191 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);
H A DBakedOpDispatcher.cpp112 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 DRecordingCanvas.cpp290 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
H A DProgram.h109 * 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);
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DProgram.h32 * Abstracts a GLSL program comprising a vertex and fragment shader
39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
H A DProgram.cpp29 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) argument
31 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/rs/script_api/
H A Drs_graphics.spec108 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 Darray.cpp24 #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 DAndroid.mk23 vertex.cpp.arm
H A Dcontext.h142 size_t index; // cache tag, and vertex index
202 array_t vertex; member in struct:android::gl::array_machine_t
H A Dmatrix.cpp25 #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
H A Dprimitives.cpp26 #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...
/frameworks/rs/
H A DrsProgramVertex.cpp29 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);
H A DrsDriverLoader.cpp137 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);
H A Drs_hal.h335 } vertex; member in struct:android::renderscript::__anon2032
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
H A DGLTextureViewActivity.java280 private static int buildProgram(String vertex, String fragment) { argument
281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/base/tests/UiBench/src/com/android/test/uibench/opengl/
H A DImageFlipRenderThread.java233 private static int buildProgram(String vertex, String fragment) { argument
234 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);

Completed in 1901 milliseconds