/frameworks/base/libs/hwui/ |
D | Vertex.h | 42 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() [all …]
|
D | Patch.cpp | 61 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() [all …]
|
D | Patch.h | 61 void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, 64 void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
|
D | BakedOpRenderer.cpp | 195 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()
|
D | Program.cpp | 29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { in Program() argument 37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); in Program()
|
D | OpenGLRenderer.cpp | 1066 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]); [all …]
|
D | BakedOpDispatcher.cpp | 118 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()
|
D | RecordingCanvas.cpp | 303 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()
|
D | DisplayListOp.h | 638 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()
|
D | Program.h | 309 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
|
/frameworks/rs/api/ |
D | rs_graphics.spec | 112 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 [all …]
|
/frameworks/native/opengl/libagl/ |
D | array.cpp | 107 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() [all …]
|
D | Android.mk | 23 vertex.cpp.arm
|
/frameworks/rs/scriptc/ |
D | rs_graphics.rsh | 138 * 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 [all …]
|
/frameworks/base/docs/html/training/graphics/opengl/ |
D | draw.jd | 86 <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
|
D | shapes.jd | 48 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
|
D | projection.jd | 127 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/ |
D | Program.cpp | 28 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()
|
D | Program.h | 39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
|
/frameworks/rs/ |
D | rsProgramVertex.cpp | 30 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()
|
D | rsDriverLoader.cpp | 145 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/ |
D | rs_graphics.jd | 65 <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>… [all …]
|
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
D | GLTextureViewActivity.java | 280 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/ |
D | ImageFlipRenderThread.java | 233 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/ |
D | opengl.jd | 336 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
|