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Searched refs:mRenderState (Results 1 – 14 of 14) sorted by relevance

/frameworks/base/libs/hwui/
DBakedOpRenderer.cpp35 OffscreenBuffer* buffer = mRenderState.layerPool().get(mRenderState, width, height); in startTemporaryLayer()
41 mRenderState.layerPool().putOrDelete(offscreenBuffer); in recycleTemporaryLayer()
61 mRenderTarget.frameBufferId = mRenderState.createFramebuffer(); in startRepaintLayer()
62 mRenderState.bindFramebuffer(mRenderTarget.frameBufferId); in startRepaintLayer()
99 mRenderState.deleteFramebuffer(mRenderTarget.frameBufferId); in endLayer()
106 OffscreenBuffer* buffer = mRenderState.layerPool().get(mRenderState, width, height); in copyToLayer()
119 mRenderState.bindFramebuffer(0); in startFrame()
126 mRenderState.debugOverdraw(true, true); in startFrame()
137 mRenderState.stencil().enableDebugTest(i + 1, false); in endFrame()
140 mRenderState.stencil().enableDebugTest(4, true); in endFrame()
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DOpenGLRenderer.cpp72 , mRenderState(renderState) in OpenGLRenderer()
135 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); in startFrame()
153 mRenderState.blend().syncEnabled(); in prepareDirty()
176 mRenderState.scissor().setEnabled(true); in clear()
177 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); in clear()
183 mRenderState.scissor().reset(); in clear()
216 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); in resumeAfterLayer()
217 mRenderState.bindFramebuffer(currentSnapshot()->fbo); in resumeAfterLayer()
220 mRenderState.scissor().reset(); in resumeAfterLayer()
251 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { in callDrawGLFunction()
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DCaches.cpp54 , mRenderState(&renderState) in Caches()
170 if (mRenderState) { in dumpMemoryUsage()
172 for (std::set<Layer*>::iterator it = mRenderState->mActiveLayers.begin(); in dumpMemoryUsage()
173 it != mRenderState->mActiveLayers.end(); it++) { in dumpMemoryUsage()
182 memused, mRenderState->mActiveLayers.size()); in dumpMemoryUsage()
DPatchCache.cpp34 : mRenderState(renderState) in PatchCache()
53 mRenderState.meshState().bindMeshBuffer(mMeshBuffer); in init()
54 mRenderState.meshState().resetVertexPointers(); in init()
83 mRenderState.meshState().unbindMeshBuffer(); in clear()
DBakedOpRenderer.h60 , mRenderState(renderState) in BakedOpRenderer()
66 RenderState& renderState() { return mRenderState; } in renderState()
118 RenderState& mRenderState; variable
DGlopBuilder.cpp62 : mRenderState(renderState) in GlopBuilder()
77 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshTexturedIndexedVbo()
93 mRenderState.meshState().getUnitQuadVBO(), in setMeshUnitQuad()
112 mRenderState.meshState().getUnitQuadVBO(), in setMeshTexturedUnitQuad()
144 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshIndexedQuads()
158 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshTexturedIndexedQuads()
220 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; in setMeshPatchQuads()
647 && mRenderState.stencil().isTestEnabled(); in build()
DLayerRenderer.cpp50 mRenderState.bindFramebuffer(mLayer->getFbo()); in prepareDirty()
73 mRenderState.scissor().setEnabled(false); in clear()
76 mRenderState.scissor().reset(); in clear()
DCaches.h189 RenderState* mRenderState; variable
DPatchCache.h171 RenderState& mRenderState; variable
DGlopBuilder.h128 RenderState& mRenderState; variable
DOpenGLRenderer.h226 return mRenderState; in renderState()
458 RenderState& mRenderState; variable
DFontRenderer.cpp81 GlopBuilder(renderer->mRenderState, renderer->mCaches, &glop) in draw()
/frameworks/base/libs/hwui/renderthread/
DRenderThread.h91 RenderState& renderState() { return *mRenderState; } in renderState()
143 RenderState* mRenderState; variable
DRenderThread.cpp159 , mRenderState(nullptr) in RenderThread()
192 mRenderState = new RenderState(*this); in initThreadLocals()