Lines Matching refs:OpenGLRenderer

132 OpenGLRenderer::OpenGLRenderer(RenderState& renderState)  in OpenGLRenderer()  function in android::uirenderer::OpenGLRenderer
151 OpenGLRenderer::~OpenGLRenderer() { in ~OpenGLRenderer()
156 void OpenGLRenderer::initProperties() { in initProperties()
167 void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, in initLight()
179 void OpenGLRenderer::onViewportInitialized() { in onViewportInitialized()
187 void OpenGLRenderer::setupFrameState(float left, float top, in setupFrameState()
195 status_t OpenGLRenderer::startFrame() { in startFrame()
220 status_t OpenGLRenderer::prepareDirty(float left, float top, in prepareDirty()
239 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { in discardFramebuffer()
253 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { in clear()
265 void OpenGLRenderer::syncState() { in syncState()
273 void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { in startTilingCurrentClip()
286 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { in startTiling()
306 void OpenGLRenderer::endTiling() { in endTiling()
310 void OpenGLRenderer::finish() { in finish()
343 void OpenGLRenderer::resumeAfterLayer() { in resumeAfterLayer()
352 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { in callDrawGLFunction()
394 void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { in eventMarkDEBUG()
409 void OpenGLRenderer::eventMark(const char* name) const { in eventMark()
413 void OpenGLRenderer::startMark(const char* name) const { in startMark()
417 void OpenGLRenderer::endMark() const { in endMark()
421 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { in debugOverdraw()
425 void OpenGLRenderer::renderOverdraw() { in renderOverdraw()
457 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { in updateLayer()
487 void OpenGLRenderer::updateLayers() { in updateLayers()
513 void OpenGLRenderer::flushLayers() { in flushLayers()
530 void OpenGLRenderer::pushLayerUpdate(Layer* layer) { in pushLayerUpdate()
545 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { in cancelLayerUpdate()
556 void OpenGLRenderer::flushLayerUpdates() { in flushLayerUpdates()
565 void OpenGLRenderer::markLayersAsBuildLayers() { in markLayersAsBuildLayers()
575 void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { in onSnapshotRestored()
601 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, in saveLayer()
615 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { in calculateLayerBoundsAndClip()
650 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, in updateSnapshotIgnoreForLayer()
661 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, in saveLayerDeferred()
737 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, in createLayer()
806 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { in createFboLayer()
852 void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { in composeLayer()
923 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { in drawTextureLayer()
965 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { in composeLayerRect()
1066 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { in composeLayerRegion()
1191 void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { in drawRegionRectsDebug()
1217 void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { in drawRegionRects()
1233 void OpenGLRenderer::dirtyLayer(const float left, const float top, in dirtyLayer()
1242 void OpenGLRenderer::dirtyLayer(const float left, const float top, in dirtyLayer()
1250 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { in dirtyLayerUnchecked()
1260 void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { in issueIndexedQuadDraw()
1275 void OpenGLRenderer::clearLayerRegions() { in clearLayerRegions()
1334 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { in storeDisplayState()
1386 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { in restoreDisplayState()
1406 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { in setupMergedMultiDraw()
1420 void OpenGLRenderer::setScissorFromClip() { in setScissorFromClip()
1430 void OpenGLRenderer::ensureStencilBuffer() { in ensureStencilBuffer()
1439 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { in attachStencilBufferToLayer()
1455 void OpenGLRenderer::setStencilFromClip() { in setStencilFromClip()
1517 bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, in quickRejectSetupScissor()
1542 void OpenGLRenderer::debugClip() { in debugClip()
1557 void OpenGLRenderer::setupDraw(bool clearLayer) {
1586 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1591 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1597 void OpenGLRenderer::setupDrawWithExternalTexture() {
1601 void OpenGLRenderer::setupDrawNoTexture() {
1605 void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1610 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1619 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1628 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1632 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1641 void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1647 void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1661 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1669 void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1680 void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1691 void OpenGLRenderer::setupDrawProgram() {
1710 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1714 void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1733 void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1739 void OpenGLRenderer::setupDrawPureColorUniforms() {
1745 void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1763 void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1806 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1810 void OpenGLRenderer::setupDrawSimpleMesh() {
1816 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1822 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1828 void OpenGLRenderer::setupDrawTextureTransform() {
1832 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1837 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1854 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1872 void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1891 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1901 status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1933 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint)…
1964 status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1993 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2012 status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2030 status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2150 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2237 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2250 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2310 status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2327 status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2402 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2420 status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2437 status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2454 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2470 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2483 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2503 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2524 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2547 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2582 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2619 void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2665 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2670 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2729 bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2750 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2837 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2871 status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2888 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2992 void OpenGLRenderer::resetPaintFilter() {
3000 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3007 const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3038 Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3046 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3079 void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3124 status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3140 status_t OpenGLRenderer::drawShadow(float casterAlpha,
3172 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3236 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3261 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3297 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3324 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3351 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3381 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3432 bool OpenGLRenderer::useProgram(Program* program) {
3442 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3450 void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) cons…
3459 float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {