Searched refs:LayerRenderer (Results 1 – 7 of 7) sorted by relevance
/frameworks/base/libs/hwui/ |
D | LayerRenderer.cpp | 39 LayerRenderer::LayerRenderer(RenderState& renderState, Layer* layer) in LayerRenderer() function in android::uirenderer::LayerRenderer 44 LayerRenderer::~LayerRenderer() { in ~LayerRenderer() 47 status_t LayerRenderer::prepareDirty(float left, float top, float right, float bottom, in prepareDirty() 71 status_t LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) { in clear() 85 void LayerRenderer::finish() { in finish() 96 GLuint LayerRenderer::getTargetFbo() const { in getTargetFbo() 100 bool LayerRenderer::suppressErrorChecks() const { in suppressErrorChecks() 108 bool LayerRenderer::hasLayer() const { in hasLayer() 112 void LayerRenderer::ensureStencilBuffer() { in ensureStencilBuffer() 120 Region* LayerRenderer::getRegion() const { in getRegion() [all …]
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D | LayerRenderer.h | 47 class LayerRenderer: public OpenGLRenderer { 49 LayerRenderer(RenderState& renderState, Layer* layer); 50 virtual ~LayerRenderer();
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D | Layer.cpp | 101 renderer = new LayerRenderer(renderState, this); in requireRenderer() 175 if (flush) LayerRenderer::flushLayer(renderState, this); in removeFbo()
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D | DeferredLayerUpdater.cpp | 112 LayerRenderer::updateTextureLayer(mLayer, mWidth, mHeight, in doUpdateTexImage()
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D | RenderNode.cpp | 183 LayerRenderer::destroyLayer(mLayer); in pushLayerUpdate() 191 mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight()); in pushLayerUpdate() 196 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) { in pushLayerUpdate() 197 LayerRenderer::destroyLayer(mLayer); in pushLayerUpdate() 360 LayerRenderer::destroyLayer(mLayer); in destroyHardwareResources()
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D | Android.mk | 37 LayerRenderer.cpp \
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/frameworks/base/libs/hwui/renderthread/ |
D | CanvasContext.cpp | 331 return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap); in copyLayerInto() 365 return LayerRenderer::createTextureLayer(mRenderThread.renderState()); in createTextureLayer()
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