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Searched refs:mRenderState (Results 1 – 13 of 13) sorted by relevance

/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
DRenderable.java48 RenderState mRenderState; field in Renderable
69 mRenderState = renderState; in setRenderState()
149 ProgramFragment pf = mRenderState.mFragment.mProgram; in updateTextures()
179 VertexShader pv = mRenderState.mVertex; in updateVertexConstants()
192 FragmentShader pf = mRenderState.mFragment; in updateFragmentConstants()
204 if (mRenderState == null) { in updateFieldItem()
205 mRenderState = SceneManager.getDefaultState(); in updateFieldItem()
216 mData.render_state = mRenderState.getRSData().getAllocation(); in updateFieldItem()
/frameworks/base/libs/hwui/
DOpenGLRenderer.cpp70 , mRenderState(renderState) in OpenGLRenderer()
135 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); in startFrame()
162 mRenderState.blend().syncEnabled(); in prepareDirty()
185 mRenderState.scissor().setEnabled(true); in clear()
186 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); in clear()
192 mRenderState.scissor().reset(); in clear()
264 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); in resumeAfterLayer()
265 mRenderState.bindFramebuffer(currentSnapshot()->fbo); in resumeAfterLayer()
268 mRenderState.scissor().reset(); in resumeAfterLayer()
299 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { in callDrawGLFunction()
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DCaches.cpp55 , mRenderState(&renderState) in Caches()
183 if (mRenderState) { in dumpMemoryUsage()
185 for (std::set<Layer*>::iterator it = mRenderState->mActiveLayers.begin(); in dumpMemoryUsage()
186 it != mRenderState->mActiveLayers.end(); it++) { in dumpMemoryUsage()
195 memused, mRenderState->mActiveLayers.size()); in dumpMemoryUsage()
DPatchCache.cpp36 : mRenderState(renderState) in PatchCache()
63 mRenderState.meshState().bindMeshBuffer(mMeshBuffer); in init()
64 mRenderState.meshState().resetVertexPointers(); in init()
93 mRenderState.meshState().unbindMeshBuffer(); in clear()
DGlopBuilder.cpp62 : mRenderState(renderState) in GlopBuilder()
79 mRenderState.meshState().getUnitQuadVBO(), in setMeshUnitQuad()
98 mRenderState.meshState().getUnitQuadVBO(), in setMeshTexturedUnitQuad()
130 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshIndexedQuads()
144 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshTexturedIndexedQuads()
208 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshPatchQuads()
603 && mRenderState.stencil().isTestEnabled(); in build()
DLayerRenderer.cpp50 mRenderState.bindFramebuffer(mLayer->getFbo()); in prepareDirty()
72 mRenderState.scissor().setEnabled(false); in clear()
75 mRenderState.scissor().reset(); in clear()
DCaches.h203 RenderState* mRenderState; variable
DPatchCache.h171 RenderState& mRenderState; variable
DGlopBuilder.h119 RenderState& mRenderState; variable
DOpenGLRenderer.h248 return mRenderState; in renderState()
538 RenderState& mRenderState; variable
DFontRenderer.cpp64 GlopBuilder(renderer->mRenderState, renderer->mCaches, &glop) in draw()
/frameworks/base/libs/hwui/renderthread/
DRenderThread.h91 RenderState& renderState() { return *mRenderState; } in renderState()
140 RenderState* mRenderState; variable
DRenderThread.cpp145 , mRenderState(nullptr) in RenderThread()
178 mRenderState = new RenderState(*this); in initThreadLocals()