Searched refs:replayStruct (Results 1 – 4 of 4) sorted by relevance
/frameworks/base/libs/hwui/ |
D | DisplayListOp.h | 81 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, 103 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, in replay() argument 105 applyState(replayStruct.mRenderer, saveCount); in replay() 126 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, in replay() argument 132 applyDraw(replayStruct.mRenderer, replayStruct.mDirty); in replay() 1429 virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level, in replay() argument 1432 renderNode->replay(replayStruct, level + 1); in replay()
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D | RenderNode.cpp | 793 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) in pushLayerUpdate() argument 794 : mReplayStruct(replayStruct), mLevel(level) {} in pushLayerUpdate() 817 void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { in pushLayerUpdate() argument 818 ReplayOperationHandler handler(replayStruct, level); in pushLayerUpdate() 819 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); in pushLayerUpdate()
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D | RenderNode.h | 125 void replay(ReplayStateStruct& replayStruct, const int level);
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D | OpenGLRenderer.cpp | 1435 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1436 renderNode->replay(replayStruct, 0);
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