Home
last modified time | relevance | path

Searched refs:modulate (Results 1 – 6 of 6) sorted by relevance

/frameworks/base/libs/hwui/
DProgram.h139 bool modulate; member
196 modulate = false; in reset()
235 modulate = a < COLOR_COMPONENT_THRESHOLD; in setColorModulate()
236 return modulate; in setColorModulate()
245 modulate = a < COLOR_COMPONENT_THRESHOLD || r > COLOR_COMPONENT_INV_THRESHOLD || in setAlpha8ColorModulate()
247 return modulate; in setAlpha8ColorModulate()
287 key |= programid(modulate) << PROGRAM_MODULATE_SHIFT; in key()
DGlopBuilder.cpp341 mDescription.modulate = mOutGlop->fill.color.isNotBlack(); in setFillTexturePaint()
344 mDescription.modulate = mOutGlop->fill.color.a < 1.0f; in setFillTexturePaint()
366 mDescription.modulate = mOutGlop->fill.color.a < 1.0f; in setFillPaint()
383 mDescription.modulate = mOutGlop->fill.color.isNotBlack(); in setFillPathTexturePaint()
407 mDescription.modulate = mOutGlop->fill.color.isNotBlack(); in setFillShadowTexturePaint()
440 mDescription.modulate = mOutGlop->fill.color.a < 1.0f; in setFillLayer()
454 mDescription.modulate = mOutGlop->fill.color.a < 1.0f; in setFillTextureLayer()
470 mDescription.modulate = mOutGlop->fill.color.a < 1.0f; in setFillExternalTexture()
650 mOutGlop->fill.colorEnabled = mDescription.modulate || singleColor; in build()
DProgramCache.cpp682 if (description.modulate || singleColor) { in generateFragmentShader()
793 if (description.modulate && applyModulate) { in generateFragmentShader()
/frameworks/native/cmds/surfacereplayer/replayer/
DColor.h48 void modulate();
51 void inline HSV::modulate() { in modulate() function
DBufferQueueScheduler.cpp47 mColor.modulate(); in startScheduling()
DREADME.md47 random color which will be the same every time the trace is replayed. Surfaces modulate their color