Searched refs:DamageAccumulator (Results 1 – 14 of 14) sorted by relevance
32 TEST(DamageAccumulator, identity) { in TEST() argument33 DamageAccumulator da; in TEST()52 TEST(DamageAccumulator, translate) { in TEST() argument53 DamageAccumulator da; in TEST()67 TEST(DamageAccumulator, union) { in TEST() argument68 DamageAccumulator da; in TEST()84 TEST(DamageAccumulator, basicRenderNode) { in TEST() argument85 DamageAccumulator da; in TEST()104 TEST(DamageAccumulator, perspectiveTransform) { in TEST() argument105 DamageAccumulator da; in TEST()
283 DamageAccumulator damageAccumulator; in RENDERTHREAD_TEST()319 DamageAccumulator damageAccumulator; in RENDERTHREAD_TEST()
121 DamageAccumulator damageAccumulator; in RENDERTHREAD_SKIA_PIPELINE_TEST()
322 DamageAccumulator damageAccumulator; in RENDERTHREAD_TEST()437 DamageAccumulator damageAccumulator; in RENDERTHREAD_TEST()526 DamageAccumulator damageAccumulator; in RENDERTHREAD_TEST()543 DamageAccumulator damageAccumulator; in drawNode()
47 DamageAccumulator::DamageAccumulator() { in DamageAccumulator() function in android::uirenderer::DamageAccumulator74 void DamageAccumulator::computeCurrentTransform(Matrix4* outMatrix) const { in computeCurrentTransform()79 void DamageAccumulator::pushCommon() { in pushCommon()90 void DamageAccumulator::pushTransform(const RenderNode* transform) { in pushTransform()96 void DamageAccumulator::pushTransform(const Matrix4* transform) { in pushTransform()102 void DamageAccumulator::popTransform() { in popTransform()135 void DamageAccumulator::applyMatrix4Transform(DirtyStack* frame) { in applyMatrix4Transform()192 void DamageAccumulator::applyRenderNodeTransform(DirtyStack* frame) { in applyRenderNodeTransform()227 void DamageAccumulator::dirty(float left, float top, float right, float bottom) { in dirty()231 void DamageAccumulator::peekAtDirty(SkRect* dest) const { in peekAtDirty()[all …]
39 class DamageAccumulator {40 PREVENT_COPY_AND_ASSIGN(DamageAccumulator);42 DamageAccumulator();
32 class DamageAccumulator; variable89 DamageAccumulator* damageAccumulator = nullptr;
69 DamageAccumulator.cpp \
78 bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) { in createOrUpdateLayer()245 DamageAccumulator mDamageAccumulator;
74 const DamageAccumulator& damageAccumulator) = 0;
57 const DamageAccumulator& damageAccumulator) override;
207 const DamageAccumulator& damageAccumulator) { in createOrUpdateLayer()
46 const DamageAccumulator& damageAccumulator) override;
129 const DamageAccumulator& damageAccumulator) { in createOrUpdateLayer()