Searched refs:primitivesCount (Results 1 – 5 of 5) sorted by relevance
27 mHal.state.primitivesCount = 0; in Mesh()40 uint32_t primitivesCount) : ObjectBase(rsc) { in Mesh() argument42 mHal.state.primitivesCount = primitivesCount; in Mesh()43 mHal.state.indexBuffersCount = primitivesCount; in Mesh()44 mHal.state.primitives = new RsPrimitive[mHal.state.primitivesCount]; in Mesh()46 for (uint32_t i = 0; i < mHal.state.primitivesCount; i ++) { in Mesh()59 mIndexBuffers = new ObjectBaseRef<Allocation>[mHal.state.primitivesCount]; in Mesh()92 stream->addU32(mHal.state.primitivesCount); in serialize()94 for (uint32_t pCount = 0; pCount < mHal.state.primitivesCount; pCount ++) { in serialize()127 uint32_t primitivesCount = stream->loadU32(); in createFromStream() local[all …]
52 uint32_t primitivesCount; member59 Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount);
25 return mesh->mHal.state.primitivesCount; in rsgMeshGetPrimitiveCount()42 if (mesh == NULL || index >= mesh->mHal.state.primitivesCount) { in rsgMeshGetIndexAllocation()53 if (mesh == NULL || index >= mesh->mHal.state.primitivesCount) { in rsgMeshGetPrimitive()
299 uint32_t primitivesCount; member
130 if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) { in renderPrimitiveRange()185 mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount]; in updateGLPrimitives()186 for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) { in updateGLPrimitives()