Home
last modified time | relevance | path

Searched refs:VertexBuffer (Results 1 – 15 of 15) sorted by relevance

/frameworks/base/libs/hwui/
DTessellationCache.cpp98 class TessellationCache::TessellationTask : public Task<VertexBuffer*> {
111 class TessellationCache::TessellationProcessor : public TaskProcessor<VertexBuffer*> {
114 : TaskProcessor<VertexBuffer*>(&caches.tasks) {} in TessellationProcessor()
117 virtual void onProcess(const sp<Task<VertexBuffer*> >& task) override { in onProcess()
120 VertexBuffer* buffer = t->tessellator(t->description); in onProcess()
127 Buffer(const sp<Task<VertexBuffer*> >& task) in Buffer()
142 const VertexBuffer* getVertexBuffer() { in getVertexBuffer()
155 sp<Task<VertexBuffer*> > mTask;
156 VertexBuffer* mBuffer;
225 VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer) { in tessellateShadows()
[all …]
DTessellationCache.h38 class VertexBuffer; variable
46 typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
128 const VertexBuffer* getRoundRect(const Matrix4& transform, const SkPaint& paint,
147 typedef VertexBuffer* (*Tessellator)(const Description&);
166 sp<TaskProcessor<VertexBuffer*> > mProcessor;
DShadowTessellator.h29 class VertexBuffer; variable
74 const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer);
79 const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer);
DPathTessellator.h74 const mat4& transform, VertexBuffer& vertexBuffer);
88 const mat4& transform, VertexBuffer& vertexBuffer);
102 const mat4& transform, VertexBuffer& vertexBuffer);
DAmbientShadow.h27 class VertexBuffer; variable
36 float geomFactor, VertexBuffer& shadowVertexBuffer);
DVertexBuffer.h25 class VertexBuffer {
33 VertexBuffer() in VertexBuffer() function
47 ~VertexBuffer() { in ~VertexBuffer()
92 void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) { in copyInto()
DSpotShadow.h26 class VertexBuffer; variable
32 const Vector3& polyCentroid, VertexBuffer& retstrips);
62 const Vector3* poly, int polyLength, VertexBuffer& retstrips, const Vector2& centroid);
DPathTessellator.cpp183 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) { in getFillVerticesFromPerimeter()
208 VertexBuffer& vertexBuffer) { in getStrokeVerticesFromPerimeter()
266 const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) { in getStrokeVerticesFromUnclosedVertices()
346 VertexBuffer& vertexBuffer, float maxAlpha = 1.0f) { in getFillVerticesFromPerimeterAA()
575 const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) { in getStrokeVerticesFromUnclosedVerticesAA()
649 VertexBuffer& vertexBuffer) { in getStrokeVerticesFromPerimeterAA()
722 const mat4& transform, VertexBuffer& vertexBuffer) { in tessellatePath()
787 vertexBuffer.setMeshFeatureFlags(paintInfo.isAA ? VertexBuffer::kAlpha : VertexBuffer::kNone); in tessellatePath()
791 static void instanceVertices(VertexBuffer& srcBuffer, VertexBuffer& dstBuffer, in instanceVertices()
807 const mat4& transform, VertexBuffer& vertexBuffer) { in tessellatePoints()
[all …]
DAmbientShadow.cpp184 float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) { in createAmbientShadow()
185 shadowVertexBuffer.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices); in createAmbientShadow()
DGlopBuilder.h35 class VertexBuffer; variable
53 GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
DOpenGLRenderer.h69 class VertexBuffer; variable
224 const VertexBuffer* ambientShadowVertexBuffer,
225 const VertexBuffer* spotShadowVertexBuffer);
720 void drawVertexBuffer(float translateX, float translateY, const VertexBuffer& vertexBuffer,
726 void drawVertexBuffer(const VertexBuffer& vertexBuffer,
DShadowTessellator.cpp38 const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) { in tessellateAmbientShadow()
68 const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) { in tessellateSpotShadow()
DGlopBuilder.cpp182 GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp) { in setMeshVertexBuffer()
185 const VertexBuffer::MeshFeatureFlags flags = vertexBuffer.getMeshFeatureFlags(); in setMeshVertexBuffer()
187 bool alphaVertex = flags & VertexBuffer::kAlpha; in setMeshVertexBuffer()
188 bool indices = flags & VertexBuffer::kIndices; in setMeshVertexBuffer()
DSpotShadow.cpp394 VertexBuffer& shadowTriangleStrip) { in createSpotShadow()
854 const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, in generateTriangleStrip()
1012 shadowTriangleStrip.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices); in generateTriangleStrip()
DOpenGLRenderer.cpp1750 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
1780 VertexBuffer vertexBuffer;
1803 VertexBuffer buffer;
1820 VertexBuffer buffer;
1877 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2504 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {