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Searched defs:lightCenter (Results 1 – 10 of 10) sorted by relevance

/frameworks/base/libs/hwui/
DTessellationCache.h94 const Vector3& lightCenter, float lightRadius) in ShadowTask()
118 const Vector3 lightCenter; variable
DTessellationCache.cpp210 const Vector3& lightCenter, float lightRadius, in tessellateShadows()
357 const Vector3& lightCenter, float lightRadius) { in precacheShadows()
375 const Vector3& lightCenter, float lightRadius) { in getShadowTask()
DFrameBuilder.cpp96 Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter(); in deferLayers() local
812 const Vector3& lightCenter, in saveForLayer()
843 Vector3 lightCenter = previous->getRelativeLightCenter(); in deferBeginLayerOp() local
897 Vector3 lightCenter = previous->getRelativeLightCenter(); in deferEndLayerOp() local
DSnapshot.h169 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; } in setRelativeLightCenter()
DShadowTessellator.cpp63 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius, in tessellateSpotShadow()
DSpotShadow.cpp329 void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter, in computeLightPolygon()
350 const Vector3& lightCenter, const Vector3& polyVertex) { in projectCasterToOutline()
375 void SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, in createSpotShadow()
DCanvasState.cpp63 float clipRight, float clipBottom, const Vector3& lightCenter) { in initializeSaveStack()
/frameworks/base/libs/hwui/tests/microbench/
DShadowBench.cpp37 Vector3 lightCenter; member
/frameworks/base/libs/hwui/renderthread/
DCanvasContext.cpp236 void CanvasContext::setLightCenter(const Vector3& lightCenter) { in setLightCenter()
DRenderProxy.cpp207 CREATE_BRIDGE2(setLightCenter, CanvasContext* context, Vector3 lightCenter) { in CREATE_BRIDGE2()
212 void RenderProxy::setLightCenter(const Vector3& lightCenter) { in setLightCenter()