Searched refs:replayStruct (Results 1 – 4 of 4) sorted by relevance
/frameworks/base/libs/hwui/ |
D | DisplayListOp.h | 81 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, 107 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, in replay() argument 109 applyState(replayStruct.mRenderer, saveCount); in replay() 130 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, in replay() argument 136 replayStruct.mDrawGlStatus |= applyDraw(replayStruct.mRenderer, replayStruct.mDirty); in replay() 1486 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, in replay() argument 1489 mRenderNode->replay(replayStruct, level + 1); in replay()
|
D | RenderNode.cpp | 610 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) in ReplayOperationHandler() argument 611 : mReplayStruct(replayStruct), mLevel(level) {} in ReplayOperationHandler() 634 void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { in replay() argument 635 ReplayOperationHandler handler(replayStruct, level); in replay() 636 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); in replay()
|
D | RenderNode.h | 112 void replay(ReplayStateStruct& replayStruct, const int level);
|
D | OpenGLRenderer.cpp | 1910 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1911 renderNode->replay(replayStruct, 0); 1912 return status | replayStruct.mDrawGlStatus;
|