/frameworks/media/libvideoeditor/lvpp/ |
D | NativeWindowRenderer.h | 75 void render(RenderInput* input); 160 void render(MediaBuffer *buffer, uint32_t videoEffect,
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D | NativeWindowRenderer.cpp | 166 render(mThreadRenderInput); in glThread() 318 void NativeWindowRenderer::render(RenderInput* input) { in render() function in android::NativeWindowRenderer 612 void RenderInput::render(MediaBuffer* buffer, uint32_t videoEffect, in render() function in android::RenderInput
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D | PreviewPlayerBase.cpp | 96 virtual void render(MediaBuffer *buffer) { in render() function 97 render((const uint8_t *)buffer->data() + buffer->range_offset(), in render() 101 void render(const void *data, size_t size) { in render() function 102 mTarget->render(data, size, NULL); in render() 126 virtual void render(MediaBuffer *buffer) { in render() function 1556 mVideoRenderer->render(mVideoBuffer); in onVideoEvent()
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D | PreviewPlayerBase.h | 51 virtual void render(MediaBuffer *buffer) = 0;
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/frameworks/base/opengl/tests/tritex/ |
D | tritex.cpp | 31 void render(int quads); 113 render(argc==2 ? atoi(argv[1]) : ITERATIONS); in main() 228 void render(int quads) in render() function
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/frameworks/base/media/libstagefright/include/ |
D | SoftwareRenderer.h | 36 void render(
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/frameworks/base/tools/layoutlib/bridge/src/com/android/layoutlib/bridge/ |
D | BridgeRenderSession.java | 84 public Result render(long timeout) { in render() method in BridgeRenderSession 89 mLastResult = mSession.render(false /*freshRender*/); in render()
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D | Bridge.java | 324 lastResult = scene.render(true /*freshRender*/); in createSession() 353 lastResult = action.render(); in renderDrawable()
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/frameworks/base/opengl/tests/gl_basic/ |
D | gl_basic.cpp | 29 void render(); 206 render(); in main() 336 void render() in render() function
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/frameworks/base/include/media/ |
D | JetPlayer.h | 69 int render();
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/frameworks/base/libs/hwui/ |
D | FontRenderer.cpp | 157 void Font::render(SkPaint* paint, const char* text, uint32_t start, uint32_t len, in render() function in android::uirenderer::Font 160 render(paint, text, start, len, numGlyphs, x, y, BITMAP, bitmap, in render() 163 render(paint, text, start, len, numGlyphs, x, y, FRAMEBUFFER, NULL, in render() 176 render(paint, text, start, len, numGlyphs, 0, 0, MEASURE, NULL, 0, 0, bounds); in measure() 181 void Font::render(SkPaint* paint, const char* text, uint32_t start, uint32_t len, in render() function in android::uirenderer::Font 738 mCurrentFont->render(paint, text, startIndex, len, numGlyphs, penX, penY, in renderDropShadow() 768 mCurrentFont->render(paint, text, startIndex, len, numGlyphs, x, y); in renderText()
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D | FontRenderer.h | 78 void render(SkPaint* paint, const char *text, uint32_t start, uint32_t len, 97 void render(SkPaint* paint, const char *text, uint32_t start, uint32_t len,
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/frameworks/base/libs/rs/ |
D | rsMesh.h | 73 void render(Context *) const;
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/frameworks/base/media/libmediaplayerservice/ |
D | MidiFile.h | 70 int render();
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D | MidiFile.cpp | 432 return ((MidiFile*)p)->render(); in renderThread() 435 int MidiFile::render() { in render() function in android::MidiFile
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/frameworks/base/libs/gui/tests/ |
D | SurfaceTexture_test.cpp | 1146 render(); in threadLoop() 1153 virtual void render() = 0; 1285 virtual void render() { in TEST_F() function in android::TEST_F::PT 1303 virtual void render() { in TEST_F() function in android::TEST_F::PT 1323 virtual void render() { in TEST_F() function in android::TEST_F::PT 1351 virtual void render() { in TEST_F() function in android::TEST_F::PT 1380 virtual void render() { in TEST_F() function in android::TEST_F::PT
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/frameworks/base/media/libmedia/ |
D | JetPlayer.cpp | 161 return ((JetPlayer*)p)->render(); in renderThread() 165 int JetPlayer::render() { in render() function in android::JetPlayer
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/frameworks/base/docs/html/resources/articles/ |
D | glsurfaceview.jd | 219 helps you choose the type of surface to render to. Different Android 228 an Alpha channel in order to render translucent data. <code>GLSurfaceView</code> 245 <h3>Continuous rendering versus render-when-dirty</h3> 254 <code>GLSurfaceView.requestRender()</code> whenever you want to re-render.</p>
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/frameworks/base/opengl/libagl2/ |
D | README | 17 Frame buffer and render buffers are not implemented.
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/frameworks/base/tools/layoutlib/bridge/src/android/animation/ |
D | AnimationThread.java | 150 if (mSession.render(false /*freshRender*/).isSuccess()) { in run()
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/frameworks/base/tools/layoutlib/bridge/src/com/android/layoutlib/bridge/impl/ |
D | RenderDrawable.java | 57 public Result render() { in render() method in RenderDrawable
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D | RenderSessionImpl.java | 369 public Result render(boolean freshRender) { in render() method in RenderSessionImpl 662 result = render(false /*freshRender*/); in insertChild() 740 result = render(false /*freshRender*/); in moveChild() 796 result = render(false /*freshRender*/); in moveChild() 928 return render(false /*freshRender*/); in removeChild()
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/frameworks/base/docs/html/guide/topics/renderscript/ |
D | graphics.jd | 55 RenderScript graphics APIs lets you draw the actual meshes to render your scene. In general, you 56 will need to be familiar with APIs to appropriately render 3D graphics on an Android-powered 62 create the following files for a scene that you want to render:</p> 79 to render on. If you want to implement callbacks from events inherited from {@link 96 files. This code contains the logic to render your graphics and declares all necessary variables 111 for the return value says to only render the frame when a property of the scene that you are 187 knows what code to use to render graphics. The following code shows how the 239 <p>To create a surface view to render graphics on, create a class that extends {@link 353 the screen. You call these in your <code>root()</code> function to have them render to the
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/frameworks/base/docs/html/guide/topics/graphics/ |
D | hardware-accel.jd | 172 utilizes <em>display lists</em> to render your application to the screen. To fully understand 211 android.view.View#draw draw()} to request screen updates and to render views, but handles the 270 drawing operations that are used to render applications that ship with Android, default widgets 368 <p>In all versions of Android, views have had the ability to render into off-screen buffers, 372 you can implement fade effects using <code>Canvas.saveLayer()</code> to temporarily render a view 398 <li><strong>Performance</strong>: Use a hardware layer type to render a view into a hardware 421 using hardware layers to render the view to a hardware texture. The hardware texture can 497 <dt><strong>Don't create render objects in draw methods</strong></dt>
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/frameworks/base/media/libstagefright/ |
D | AwesomePlayer.cpp | 101 virtual void render(MediaBuffer *buffer) { in render() function 102 render((const uint8_t *)buffer->data() + buffer->range_offset(), in render() 106 void render(const void *data, size_t size) { in render() function 107 mTarget->render(data, size, NULL); in render() 131 virtual void render(MediaBuffer *buffer) { in render() function 1833 mVideoRenderer->render(mVideoBuffer); in onVideoEvent()
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