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Searched refs:render (Results 1 – 25 of 61) sorted by relevance

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/frameworks/media/libvideoeditor/lvpp/
DNativeWindowRenderer.h75 void render(RenderInput* input);
160 void render(MediaBuffer *buffer, uint32_t videoEffect,
DNativeWindowRenderer.cpp166 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
DPreviewPlayerBase.cpp96 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()
DPreviewPlayerBase.h51 virtual void render(MediaBuffer *buffer) = 0;
/frameworks/base/opengl/tests/tritex/
Dtritex.cpp31 void render(int quads);
113 render(argc==2 ? atoi(argv[1]) : ITERATIONS); in main()
228 void render(int quads) in render() function
/frameworks/base/media/libstagefright/include/
DSoftwareRenderer.h36 void render(
/frameworks/base/tools/layoutlib/bridge/src/com/android/layoutlib/bridge/
DBridgeRenderSession.java84 public Result render(long timeout) { in render() method in BridgeRenderSession
89 mLastResult = mSession.render(false /*freshRender*/); in render()
DBridge.java324 lastResult = scene.render(true /*freshRender*/); in createSession()
353 lastResult = action.render(); in renderDrawable()
/frameworks/base/opengl/tests/gl_basic/
Dgl_basic.cpp29 void render();
206 render(); in main()
336 void render() in render() function
/frameworks/base/include/media/
DJetPlayer.h69 int render();
/frameworks/base/libs/hwui/
DFontRenderer.cpp157 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()
DFontRenderer.h78 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,
/frameworks/base/libs/rs/
DrsMesh.h73 void render(Context *) const;
/frameworks/base/media/libmediaplayerservice/
DMidiFile.h70 int render();
DMidiFile.cpp432 return ((MidiFile*)p)->render(); in renderThread()
435 int MidiFile::render() { in render() function in android::MidiFile
/frameworks/base/libs/gui/tests/
DSurfaceTexture_test.cpp1146 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
/frameworks/base/media/libmedia/
DJetPlayer.cpp161 return ((JetPlayer*)p)->render(); in renderThread()
165 int JetPlayer::render() { in render() function in android::JetPlayer
/frameworks/base/docs/html/resources/articles/
Dglsurfaceview.jd219 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>
/frameworks/base/opengl/libagl2/
DREADME17 Frame buffer and render buffers are not implemented.
/frameworks/base/tools/layoutlib/bridge/src/android/animation/
DAnimationThread.java150 if (mSession.render(false /*freshRender*/).isSuccess()) { in run()
/frameworks/base/tools/layoutlib/bridge/src/com/android/layoutlib/bridge/impl/
DRenderDrawable.java57 public Result render() { in render() method in RenderDrawable
DRenderSessionImpl.java369 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()
/frameworks/base/docs/html/guide/topics/renderscript/
Dgraphics.jd55 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
/frameworks/base/docs/html/guide/topics/graphics/
Dhardware-accel.jd172 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>
/frameworks/base/media/libstagefright/
DAwesomePlayer.cpp101 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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