Searched refs:primitivesCount (Results 1 – 3 of 3) sorted by relevance
25 mHal.state.primitivesCount = 0; in Mesh()33 uint32_t primitivesCount) : ObjectBase(rsc) { in Mesh() argument35 mHal.state.primitivesCount = primitivesCount; in Mesh()36 mHal.state.primitives = new Primitive_t *[mHal.state.primitivesCount]; in Mesh()37 for (uint32_t i = 0; i < mHal.state.primitivesCount; i ++) { in Mesh()54 for (uint32_t i = 0; i < mHal.state.primitivesCount; i ++) { in ~Mesh()81 stream->addU32(mHal.state.primitivesCount); in serialize()83 for (uint32_t pCount = 0; pCount < mHal.state.primitivesCount; pCount ++) { in serialize()119 uint32_t primitivesCount = stream->loadU32(); in createFromStream() local122 if (primitivesCount) { in createFromStream()[all …]
32 Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount);58 uint32_t primitivesCount; member
135 if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) { in renderPrimitiveRange()191 mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount]; in updateGLPrimitives()192 for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) { in updateGLPrimitives()