/frameworks/base/libs/hwui/ |
D | Vertex.h | 43 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() [all …]
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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 …]
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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,
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D | BakedOpRenderer.cpp | 191 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()
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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()
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D | BakedOpDispatcher.cpp | 112 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()
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D | RecordingCanvas.cpp | 306 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()
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D | Program.h | 345 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
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/frameworks/rs/script_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 …]
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/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 …]
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D | Android.mk | 23 vertex.cpp.arm
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D | context.h | 202 array_t vertex; member
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D | matrix.cpp | 106 if ((c->arrays.vertex.size != 4) && in validate_perspective() 721 #pragma mark matrix * vertex
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D | primitives.cpp | 223 if (ggl_likely(c->arrays.vertex.enable)) { in ogles_validate_primitives()
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/frameworks/rs/script_api/include/ |
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 …]
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/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()
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D | Program.h | 39 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
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/frameworks/rs/ |
D | rsProgramVertex.cpp | 29 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()
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D | rsDriverLoader.cpp | 137 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()
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D | rs_hal.h | 335 } vertex; member
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/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()
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/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()
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/frameworks/native/opengl/tests/angeles/ |
D | README.txt | 38 Common Lite, such as vertex arrays, color arrays and
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/frameworks/base/packages/SystemUI/src/com/android/systemui/ |
D | ImageWallpaper.java | 690 private int buildProgram(String vertex, String fragment) { in buildProgram() argument 691 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); in buildProgram()
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/frameworks/native/vulkan/api/ |
D | vulkan.api | 1401 … = 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… [all …]
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