Searched refs:casterZ (Results 1 – 7 of 7) sorted by relevance
/frameworks/av/media/libstagefright/renderfright/gl/ |
D | GLShadowVertexGenerator.cpp | 31 float casterCornerRadius, float casterZ, in GLShadowVertexGenerator() argument 40 mAmbientShadowGeometry = getAmbientShadowGeometry(casterRect, casterCornerRadius, casterZ, in GLShadowVertexGenerator() 51 getSpotShadowGeometry(casterRect, casterCornerRadius, casterZ, casterIsTranslucent, in GLShadowVertexGenerator()
|
D | GLSkiaShadowPort.h | 60 float casterCornerRadius, float casterZ, 65 float casterCornerRadius, float casterZ,
|
D | GLShadowVertexGenerator.h | 40 GLShadowVertexGenerator(const FloatRect& casterRect, float casterCornerRadius, float casterZ,
|
D | GLSkiaShadowPort.cpp | 549 float casterCornerRadius, float casterZ, in getAmbientShadowGeometry() argument 552 float devSpaceInsetWidth = AmbientBlurRadius(casterZ); in getAmbientShadowGeometry() 553 const float umbraRecipAlpha = AmbientRecipAlpha(casterZ); in getAmbientShadowGeometry() 575 float casterCornerRadius, float casterZ, in getSpotShadowGeometry() argument 581 GetSpotParams(casterZ, lightPosition.x, lightPosition.y, lightPosition.z, lightRadius, in getSpotShadowGeometry()
|
D | GLESRenderEngine.cpp | 1737 const float casterZ = settings.length / 2.0f; in handleShadow() local 1738 const GLShadowVertexGenerator shadows(casterRect, casterCornerRadius, casterZ, in handleShadow()
|
/frameworks/base/libs/hwui/pipeline/skia/ |
D | ReorderBarrierDrawables.cpp | 60 const float casterZ = childNode->getNodeProperties().getZ(); in onDraw() local 61 if (casterZ >= -MathUtils::NON_ZERO_EPSILON) { // draw only children with negative Z in onDraw() 102 const float casterZ = zChildren[shadowIndex]->getNodeProperties().getZ(); in onDraw() local 106 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { in onDraw() 108 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow in onDraw()
|
/frameworks/native/libs/renderengine/skia/ |
D | SkiaRenderEngine.cpp | 1189 const float casterZ = settings.length / 2.0f; in drawShadow() local 1193 SkShadowUtils::DrawShadow(canvas, SkPath::RRect(casterRRect), SkPoint3::Make(0, 0, casterZ), in drawShadow()
|