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Searched refs:vertex (Results 1 – 25 of 36) sorted by relevance

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/frameworks/base/libs/hwui/
DVertex.h42 static inline void set(Vertex* vertex, float x, float y) { in set()
43 vertex->x = x; in set()
44 vertex->y = y; in set()
47 static inline void set(Vertex* vertex, Vector2 val) { in set()
48 set(vertex, val.x, val.y); in set()
51 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { in copyWithOffset()
52 set(vertex, src.x + x, src.y + y); in copyWithOffset()
66 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) { in set()
67 *vertex = { x, y, u, v }; in set()
70 static inline void setUV(TextureVertex* vertex, float u, float v) { in setUV()
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DPatch.cpp61 TextureVertex* vertex = vertices.get(); in Patch() local
124 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, in Patch()
136 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, in Patch()
147 void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, in generateRow() argument
172 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); in generateRow()
183 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); in generateRow()
187 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, in generateQuad() argument
214 TextureVertex::set(vertex++, x1, y1, u1, v1); in generateQuad()
215 TextureVertex::set(vertex++, x2, y1, u2, v1); in generateQuad()
216 TextureVertex::set(vertex++, x1, y2, u1, v2); in generateQuad()
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DPatch.h61 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
64 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
DBakedOpRenderer.cpp195 Vertex* vertex = vertices.data(); in drawRects() local
203 Vertex::set(vertex++, l, t); in drawRects()
204 Vertex::set(vertex++, r, t); in drawRects()
205 Vertex::set(vertex++, l, b); in drawRects()
206 Vertex::set(vertex++, r, b); in drawRects()
DProgram.cpp29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { in Program() argument
37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); in Program()
DOpenGLRenderer.cpp1066 Vertex* vertex = mesh; in clearLayerRegions() local
1071 Vertex::set(vertex++, bounds.left, bounds.top); in clearLayerRegions()
1072 Vertex::set(vertex++, bounds.right, bounds.top); in clearLayerRegions()
1073 Vertex::set(vertex++, bounds.left, bounds.bottom); in clearLayerRegions()
1074 Vertex::set(vertex++, bounds.right, bounds.bottom); in clearLayerRegions()
1525 ColorTextureVertex* vertex = &mesh[0];
1558 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1559 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1560 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1562 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
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DBakedOpDispatcher.cpp118 TextureVertex* vertex = &vertices[0]; in onMergedPatchOps() local
147 TextureVertex::set(vertex++, in onMergedPatchOps()
449 ColorTextureVertex* vertex = &mesh[0]; in onBitmapMeshOp() local
484 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); in onBitmapMeshOp()
485 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); in onBitmapMeshOp()
486 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); in onBitmapMeshOp()
488 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); in onBitmapMeshOp()
489 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); in onBitmapMeshOp()
490 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); in onBitmapMeshOp()
DRecordingCanvas.cpp303 Vertex* vertex = rectData; in drawSimpleRects() local
315 Vertex::set(vertex++, l, t); in drawSimpleRects()
316 Vertex::set(vertex++, r, t); in drawSimpleRects()
317 Vertex::set(vertex++, l, b); in drawSimpleRects()
318 Vertex::set(vertex++, r, b); in drawSimpleRects()
DDisplayListOp.h638 TextureVertex* vertex = &vertices[0]; in multiDraw() local
656 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, top); in multiDraw()
657 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top); in multiDraw()
658 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom); in multiDraw()
660 SET_TEXTURE(vertex, opBounds, bounds, texCoords, left, bottom); in multiDraw()
661 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, top); in multiDraw()
662 SET_TEXTURE(vertex, opBounds, bounds, texCoords, right, bottom); in multiDraw()
821 TextureVertex* vertex = &vertices[0]; in multiDraw() local
845 TextureVertex::set(vertex++, in multiDraw()
DProgram.h309 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
/frameworks/rs/api/
Drs_graphics.spec112 summary: How to intepret mesh vertex data
114 Describes the way mesh vertex data is interpreted when rendering
758 summary: Return a vertex allocation
761 vertex data, e.g. positions, normals, texcoords
771 summary: Return the number of vertex allocations
774 vertex data
800 summary: Get the projection matrix for a fixed function vertex program function
803 vertex program. Calling this function with a custom vertex shader
814 summary: Load the model matrix for a bound fixed function vertex program function
817 vertex program. Calling this function with a custom vertex shader
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/frameworks/native/opengl/libagl/
Darray.cpp107 c->arrays.vertex.size = 4; in ogles_init_array()
108 c->arrays.vertex.type = GL_FLOAT; in ogles_init_array()
442 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break; in enableDisableClientState()
957 const GLubyte* vp = c->arrays.vertex.element(first); in compileElement__generic()
960 c->arrays.vertex.fetch(c, v->obj.v, vp); in compileElement__generic()
968 const GLubyte* vp = c->arrays.vertex.element( in compileElements__generic()
970 const size_t stride = c->arrays.vertex.stride; in compileElements__generic()
977 c->arrays.vertex.fetch(c, v->obj.v, vp); in compileElements__generic()
1142 c->transforms.mvp.pointv[c->arrays.vertex.size - 2]; in validate_arrays()
1145 c->transforms.modelview.transform.pointv[c->arrays.vertex.size - 2]; in validate_arrays()
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DAndroid.mk23 vertex.cpp.arm
/frameworks/rs/scriptc/
Drs_graphics.rsh138 * rs_primitive: How to intepret mesh vertex data
142 * Describes the way mesh vertex data is interpreted when rendering
155 …gle strip defined by the first three vertices with each additional triangle defined by a new vertex
156 …, // Vertices will be rendered as a sequence of triangles that all share first vertex as the origin
483 * pv: program vertex object
1133 * rsgMeshGetVertexAllocation: Return a vertex allocation
1138 * vertex data, e.g. positions, normals, texcoords
1142 * index: index of the vertex allocation
1144 * Returns: allocation containing vertex data
1158 * rsgMeshGetVertexAllocationCount: Return the number of vertex allocations
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/frameworks/base/docs/html/training/graphics/opengl/
Ddraw.jd86 <p>You need at least one vertex shader to draw a shape and one fragment shader to color that shape.
117 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
155 // add the vertex shader to program
173 color values to the shape’s vertex shader and fragment shader, and then executes the drawing
181 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
187 // get handle to vertex shader's vPosition member
207 // Disable vertex array
Dshapes.jd48 this is to define a vertex array of floating point numbers for the coordinates. For maximum
57 // number of coordinates per vertex in this array
69 // initialize vertex byte buffer for shape coordinates
120 // number of coordinates per vertex in this array
131 // initialize vertex byte buffer for shape coordinates
Dprojection.jd127 previews sections, first add a matrix variable to the <em>vertex shader</em> previously defined
135 // the coordinates of the objects that use this vertex shader
168 // Disable vertex array
/frameworks/native/services/surfaceflinger/RenderEngine/
DProgram.cpp28 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) in Program() argument
30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); in Program()
DProgram.h39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
/frameworks/rs/
DrsProgramVertex.cpp30 mRSC->mHal.funcs.vertex.init(mRSC, this, mUserShader, mUserShaderLen, in ProgramVertex()
35 mRSC->mHal.funcs.vertex.destroy(mRSC, this); in ~ProgramVertex()
64 rsc->mHal.funcs.vertex.setActive(rsc, this); in setup()
DrsDriverLoader.cpp145 ret &= fn(RS_HAL_GRAPHICS_VERTEX_INIT, (void **)&rsc->mHal.funcs.vertex.init); in LoadHalTable()
146 ret &= fn(RS_HAL_GRAPHICS_VERTEX_SET_ACTIVE, (void **)&rsc->mHal.funcs.vertex.setActive); in LoadHalTable()
147 ret &= fn(RS_HAL_GRAPHICS_VERTEX_DESTROY, (void **)&rsc->mHal.funcs.vertex.destroy); in LoadHalTable()
/frameworks/base/docs/html/guide/topics/renderscript/reference/
Drs_graphics.jd65 <b>Deprecated</b>. How to intepret mesh vertex data
356 <b>Deprecated</b>. Return a vertex allocation
364 <b>Deprecated</b>. Return the number of vertex allocations
468 <b>Deprecated</b>. Get the projection matrix for a fixed function vertex program
476 <b>Deprecated</b>. Load the model matrix for a bound fixed function vertex program
484 <b>Deprecated</b>. Load the projection matrix for a bound fixed function vertex program
492 <b>Deprecated</b>. Load the texture matrix for a bound fixed function vertex program
631 <span class='normal'>: How to intepret mesh vertex data</span>
642 …defined by the first three vertices with each additional triangle defined by a new vertex</td></tr>
643 …ertices will be rendered as a sequence of triangles that all share first vertex as the origin</td>…
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
DGLTextureViewActivity.java280 private static int buildProgram(String vertex, String fragment) { in buildProgram() argument
281 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); in buildProgram()
/frameworks/base/tests/UiBench/src/com/android/test/uibench/opengl/
DImageFlipRenderThread.java233 private static int buildProgram(String vertex, String fragment) { in buildProgram() argument
234 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); in buildProgram()
/frameworks/base/docs/html/guide/topics/graphics/
Dopengl.jd336 to the vertex shaders of your graphics objects. With this matrix member added, you can then
340 <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
341 and include it as a multiplier of the shader's position. In the following example vertex shader
349 // the coordinates of objects that use this vertex shader.
362 member in the vertex shader into which you apply a combined projection matrix and camera view
364 matrix and camera viewing matrix members in your vertex shaders so you can change them
367 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
373 variable defined in the vertex shader above.
409 camera view transformations, multiply the matrices together and then set them into the vertex

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