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Searched refs:primitives (Results 1 – 11 of 11) sorted by relevance

/frameworks/base/libs/rs/
DrsMesh.cpp24 mHal.state.primitives = NULL; in Mesh()
36 mHal.state.primitives = new Primitive_t *[mHal.state.primitivesCount]; in Mesh()
38 mHal.state.primitives[i] = new Primitive_t; in Mesh()
53 if (mHal.state.primitives) { in ~Mesh()
55 mHal.state.primitives[i]->mIndexBuffer.clear(); in ~Mesh()
56 delete mHal.state.primitives[i]; in ~Mesh()
58 delete[] mHal.state.primitives; in ~Mesh()
84 Primitive_t * prim = mHal.state.primitives[pCount]; in serialize()
121 RsPrimitive *primitives = NULL; in createFromStream() local
124 primitives = new RsPrimitive[primitivesCount]; in createFromStream()
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DrsMesh.h57 Primitive_t ** primitives; member
69 mHal.state.primitives[index]->mIndexBuffer.set(idx); in setPrimitive()
70 mHal.state.primitives[index]->mPrimitive = prim; in setPrimitive()
/frameworks/base/graphics/java/android/renderscript/
DMesh.java145 int[] primitives = new int[idxCount]; in updateFromNative() local
148 mRS.nMeshGetIndices(getID(), idxIDs, primitives, idxCount); in updateFromNative() local
166 mPrimitives[i] = Primitive.values()[primitives[i]]; in updateFromNative()
335 Primitive[] primitives = new Primitive[mIndexTypes.size()]; in create() local
359 primitives[ct] = entry.prim; in create()
369 newMesh.mPrimitives = primitives; in create()
480 Primitive[] primitives = new Primitive[mIndexTypes.size()]; in create() local
493 primitives[ct] = entry.prim; in create()
503 newMesh.mPrimitives = primitives; in create()
DRenderScript.java577 native void rsnMeshGetIndices(int con, int id, int[] idxIds, int[] primitives, int vtxIdCount); in rsnMeshGetIndices() argument
578 synchronized void nMeshGetIndices(int id, int[] idxIds, int[] primitives, int vtxIdCount) { in nMeshGetIndices() argument
580 rsnMeshGetIndices(mContext, id, idxIds, primitives, vtxIdCount); in nMeshGetIndices()
/frameworks/base/opengl/libagl/
DAndroid.mk22 primitives.cpp.arm \
/frameworks/base/libs/rs/driver/
DrsdMeshObj.cpp166 Mesh::Primitive_t *prim = mRSMesh->mHal.state.primitives[primIndex]; in renderPrimitiveRange()
193 switch (mRSMesh->mHal.state.primitives[i]->mPrimitive) { in updateGLPrimitives()
/frameworks/base/tests/RenderScriptTests/tests/src/com/android/rs/test/
DUT_primitives.java92 ScriptC_primitives s = new ScriptC_primitives(pRS, mRes, R.raw.primitives); in run()
/frameworks/base/docs/html/guide/developing/tools/
Daidl.jd33 memory of another process. So to talk, they need to decompose their objects into primitives that the
335 important because it allows the Android system to decompose objects into primitives that can be
/frameworks/base/docs/html/guide/topics/renderscript/
Dindex.jd432 …<p>Non-static, global primitives and structs that you declare in your RenderScript are easier to w…
465 index of the <code>unsignedInteger</code>'s in an array of statically allocated primitives. You do
/frameworks/base/docs/html/guide/topics/fundamentals/
Dbound-services.jd156 primitives that the operating system can understand and marshall them across processes to perform
/frameworks/base/docs/html/guide/practices/design/
Djni.jd244 primitives can be read and written directly as if they were declared in C.</p>