Searched refs:primitives (Results 1 – 11 of 11) sorted by relevance
/frameworks/base/libs/rs/ |
D | rsMesh.cpp | 24 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() [all …]
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D | rsMesh.h | 57 Primitive_t ** primitives; member 69 mHal.state.primitives[index]->mIndexBuffer.set(idx); in setPrimitive() 70 mHal.state.primitives[index]->mPrimitive = prim; in setPrimitive()
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/frameworks/base/graphics/java/android/renderscript/ |
D | Mesh.java | 145 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()
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D | RenderScript.java | 577 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()
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/frameworks/base/opengl/libagl/ |
D | Android.mk | 22 primitives.cpp.arm \
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/frameworks/base/libs/rs/driver/ |
D | rsdMeshObj.cpp | 166 Mesh::Primitive_t *prim = mRSMesh->mHal.state.primitives[primIndex]; in renderPrimitiveRange() 193 switch (mRSMesh->mHal.state.primitives[i]->mPrimitive) { in updateGLPrimitives()
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/frameworks/base/tests/RenderScriptTests/tests/src/com/android/rs/test/ |
D | UT_primitives.java | 92 ScriptC_primitives s = new ScriptC_primitives(pRS, mRes, R.raw.primitives); in run()
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/frameworks/base/docs/html/guide/developing/tools/ |
D | aidl.jd | 33 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
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/frameworks/base/docs/html/guide/topics/renderscript/ |
D | index.jd | 432 …<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
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/frameworks/base/docs/html/guide/topics/fundamentals/ |
D | bound-services.jd | 156 primitives that the operating system can understand and marshall them across processes to perform
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/frameworks/base/docs/html/guide/practices/design/ |
D | jni.jd | 244 primitives can be read and written directly as if they were declared in C.</p>
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