Home
last modified time | relevance | path

Searched refs:vertex (Results 1 – 15 of 15) sorted by relevance

/frameworks/base/libs/hwui/
DVertex.h42 static inline void set(Vertex* vertex, float x, float y) { in set()
43 vertex->x = x; in set()
44 vertex->y = y; in set()
47 static inline void set(Vertex* vertex, Vector2 val) { set(vertex, val.x, val.y); } in set()
49 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { in copyWithOffset()
50 set(vertex, src.x + x, src.y + y); in copyWithOffset()
64 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) { in set()
65 *vertex = {x, y, u, v}; in set()
68 static inline void setUV(TextureVertex* vertex, float u, float v) { in setUV()
69 vertex[0].u = u; in setUV()
[all …]
/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
[all …]
/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
[all …]
/frameworks/av/media/libstagefright/renderfright/gl/
DProgram.cpp30 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) in Program() argument
32 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); in Program()
DProgram.h56 Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
/frameworks/native/libs/renderengine/gl/
DProgram.cpp30 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) in Program() argument
32 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); in Program()
DProgram.h56 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/opt/telephony/tests/telephonytests/src/com/android/internal/telephony/
DCbGeoUtilsTest.java122 List<LatLng> vertex = Arrays.asList( in testPointInPolygon() local
127 Polygon polygon = new Polygon(vertex); in testPointInPolygon()
/frameworks/native/services/surfaceflinger/tests/
DBufferGenerator.cpp226 bool initialize(const char* vertex, const char* fragment) { in initialize() argument
227 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); in initialize()
/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/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/native/opengl/tests/angeles/
DREADME.txt38 Common Lite, such as vertex arrays, color arrays and