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Searched refs:casterZ (Results 1 – 6 of 6) sorted by relevance

/frameworks/native/libs/renderengine/gl/
DGLShadowVertexGenerator.cpp31 float casterCornerRadius, float casterZ, in GLShadowVertexGenerator() argument
40 mAmbientShadowGeometry = getAmbientShadowGeometry(casterRect, casterCornerRadius, casterZ, in GLShadowVertexGenerator()
51 getSpotShadowGeometry(casterRect, casterCornerRadius, casterZ, casterIsTranslucent, in GLShadowVertexGenerator()
DGLSkiaShadowPort.h60 float casterCornerRadius, float casterZ,
65 float casterCornerRadius, float casterZ,
DGLShadowVertexGenerator.h40 GLShadowVertexGenerator(const FloatRect& casterRect, float casterCornerRadius, float casterZ,
DGLSkiaShadowPort.cpp549 float casterCornerRadius, float casterZ, in getAmbientShadowGeometry() argument
552 float devSpaceInsetWidth = AmbientBlurRadius(casterZ); in getAmbientShadowGeometry()
553 const float umbraRecipAlpha = AmbientRecipAlpha(casterZ); in getAmbientShadowGeometry()
575 float casterCornerRadius, float casterZ, in getSpotShadowGeometry() argument
581 GetSpotParams(casterZ, lightPosition.x, lightPosition.y, lightPosition.z, lightRadius, in getSpotShadowGeometry()
DGLESRenderEngine.cpp1685 const float casterZ = settings.length / 2.0f; in handleShadow() local
1686 const GLShadowVertexGenerator shadows(casterRect, casterCornerRadius, casterZ, in handleShadow()
/frameworks/base/libs/hwui/pipeline/skia/
DReorderBarrierDrawables.cpp54 const float casterZ = childNode->getNodeProperties().getZ(); in onDraw() local
55 if (casterZ >= -NON_ZERO_EPSILON) { // draw only children with negative Z in onDraw()
96 const float casterZ = zChildren[shadowIndex]->getNodeProperties().getZ(); in onDraw() local
100 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { in onDraw()
102 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow in onDraw()