Home
last modified time | relevance | path

Searched refs:casterCornerRadius (Results 1 – 8 of 8) sorted by relevance

/frameworks/av/media/libstagefright/renderfright/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
564 float outsetRad = casterCornerRadius + ambientPathOutset; in getAmbientShadowGeometry()
575 float casterCornerRadius, float casterZ, in getSpotShadowGeometry() argument
595 float spotShadowRadius = casterCornerRadius * spotScale; in getSpotShadowGeometry()
617 if (casterCornerRadius <= 0.f) { in getSpotShadowGeometry()
624 float dr = spotShadowRadius - casterCornerRadius; in getSpotShadowGeometry()
DGLESRenderEngine.h161 void handleShadow(const FloatRect& casterRect, float casterCornerRadius,
DGLESRenderEngine.cpp1734 void GLESRenderEngine::handleShadow(const FloatRect& casterRect, float casterCornerRadius, in handleShadow() argument
1738 const GLShadowVertexGenerator shadows(casterRect, casterCornerRadius, casterZ, in handleShadow()
/frameworks/av/media/libstagefright/renderfright/tests/
DRenderEngineTest.cpp196 const float casterCornerRadius = castingLayer.geometry.roundedCornersRadius; in expectShadowColor() local
197 if (casterCornerRadius > 0.0f) { in expectShadowColor()
199 Rect cornerRect(casterCornerRadius, casterCornerRadius); in expectShadowColor()
202 cornerRect.offsetTo(casterRect.right - casterCornerRadius, casterRect.top)); in expectShadowColor()
204 cornerRect.offsetTo(casterRect.left, casterRect.bottom - casterCornerRadius)); in expectShadowColor()
205 casterRegion.subtractSelf(cornerRect.offsetTo(casterRect.right - casterCornerRadius, in expectShadowColor()
206 casterRect.bottom - casterCornerRadius)); in expectShadowColor()
/frameworks/native/libs/renderengine/tests/
DRenderEngineTest.cpp393 const float casterCornerRadius = (castingLayer.geometry.roundedCornersRadius.x + in expectShadowColor() local
396 if (casterCornerRadius > 0.0f) { in expectShadowColor()
398 Rect cornerRect(casterCornerRadius, casterCornerRadius); in expectShadowColor()
401 cornerRect.offsetTo(casterRect.right - casterCornerRadius, casterRect.top)); in expectShadowColor()
403 cornerRect.offsetTo(casterRect.left, casterRect.bottom - casterCornerRadius)); in expectShadowColor()
404 casterRegion.subtractSelf(cornerRect.offsetTo(casterRect.right - casterCornerRadius, in expectShadowColor()
405 casterRect.bottom - casterCornerRadius)); in expectShadowColor()