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

/frameworks/base/libs/hwui/
DVertex.h43 static inline void set(Vertex* vertex, float x, float y) { in set()
44 vertex->x = x; in set()
45 vertex->y = y; in set()
48 static inline void set(Vertex* vertex, Vector2 val) { in set()
49 set(vertex, val.x, val.y); in set()
52 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { in copyWithOffset()
53 set(vertex, src.x + x, src.y + y); in copyWithOffset()
67 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) { in set()
68 *vertex = { x, y, u, v }; in set()
71 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.cpp191 Vertex* vertex = vertices.data(); in drawRects() local
199 Vertex::set(vertex++, l, t); in drawRects()
200 Vertex::set(vertex++, r, t); in drawRects()
201 Vertex::set(vertex++, l, b); in drawRects()
202 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()
DBakedOpDispatcher.cpp112 TextureVertex* vertex = &vertices[0]; in onMergedPatchOps() local
141 TextureVertex::set(vertex++, in onMergedPatchOps()
448 ColorTextureVertex* vertex = &mesh[0]; in onBitmapMeshOp() local
478 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); in onBitmapMeshOp()
479 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); in onBitmapMeshOp()
480 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); in onBitmapMeshOp()
482 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); in onBitmapMeshOp()
483 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); in onBitmapMeshOp()
484 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); in onBitmapMeshOp()
DRecordingCanvas.cpp306 Vertex* vertex = rectData; in drawSimpleRects() local
318 Vertex::set(vertex++, l, t); in drawSimpleRects()
319 Vertex::set(vertex++, r, t); in drawSimpleRects()
320 Vertex::set(vertex++, l, b); in drawSimpleRects()
321 Vertex::set(vertex++, r, b); in drawSimpleRects()
DProgram.h345 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
/frameworks/rs/script_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
Dcontext.h202 array_t vertex; member
Dmatrix.cpp106 if ((c->arrays.vertex.size != 4) && in validate_perspective()
721 #pragma mark matrix * vertex
Dprimitives.cpp223 if (ggl_likely(c->arrays.vertex.enable)) { in ogles_validate_primitives()
/frameworks/rs/script_api/include/
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/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.cpp29 mRSC->mHal.funcs.vertex.init(mRSC, this, mUserShader, mUserShaderLen, in ProgramVertex()
34 mRSC->mHal.funcs.vertex.destroy(mRSC, this); in ~ProgramVertex()
63 rsc->mHal.funcs.vertex.setActive(rsc, this); in setup()
DrsDriverLoader.cpp137 ret &= fn(RS_HAL_GRAPHICS_VERTEX_INIT, (void **)&rsc->mHal.funcs.vertex.init); in LoadHalTable()
138 ret &= fn(RS_HAL_GRAPHICS_VERTEX_SET_ACTIVE, (void **)&rsc->mHal.funcs.vertex.setActive); in LoadHalTable()
139 ret &= fn(RS_HAL_GRAPHICS_VERTEX_DESTROY, (void **)&rsc->mHal.funcs.vertex.destroy); in LoadHalTable()
Drs_hal.h335 } vertex; member
/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/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/native/opengl/tests/angeles/
DREADME.txt38 Common Lite, such as vertex arrays, color arrays and
/frameworks/base/packages/SystemUI/src/com/android/systemui/
DImageWallpaper.java690 private int buildProgram(String vertex, String fragment) { in buildProgram() argument
691 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); in buildProgram()
/frameworks/native/vulkan/api/
Dvulkan.api1401 … = 0x00000080, /// Can be used as source of fixed function vertex fetch (VBO)
1513 …EX_BUFFER_BIT = 0x00000040, /// Format can be used for vertex buffers (VBOs)
1724 /// Pipeline vertex input state creation flags
2609 … location /// location of the shader vertex attrib
2612 … offset /// Offset of first element in bytes from base of vertex
3024 /// vertex stage limits
3025 … maxVertexInputAttributes /// max num of vertex input attribute sl…
3026 … maxVertexInputBindings /// max num of vertex input binding slots
3027 … maxVertexInputAttributeOffset /// max vertex input attribute offset added to verte…
3028 … maxVertexInputBindingStride /// max vertex input binding stri…
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