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Searched refs:replayStruct (Results 1 – 4 of 4) sorted by relevance

/frameworks/base/libs/hwui/
DDisplayListOp.h81 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()
DRenderNode.cpp610 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()
DRenderNode.h112 void replay(ReplayStateStruct& replayStruct, const int level);
DOpenGLRenderer.cpp1910 ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1911 renderNode->replay(replayStruct, 0);
1912 return status | replayStruct.mDrawGlStatus;