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/frameworks/base/libs/hwui/
DVertex.h29 static inline void set(Vertex* vertex, float x, float y) { in set()
30 vertex[0].position[0] = x; in set()
31 vertex[0].position[1] = y; in set()
42 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) { in set()
43 vertex[0].position[0] = x; in set()
44 vertex[0].position[1] = y; in set()
45 vertex[0].texture[0] = u; in set()
46 vertex[0].texture[1] = v; in set()
49 static inline void setUV(TextureVertex* vertex, float u, float v) { in setUV()
50 vertex[0].texture[0] = u; in setUV()
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DPatch.cpp149 TextureVertex* vertex = mVertices; in updateVertices() local
174 generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, in updateVertices()
193 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left, in updateVertices()
212 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, in generateRow() argument
237 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); in generateRow()
255 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); in generateRow()
259 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, in generateQuad() argument
283 TextureVertex::set(vertex++, x1, y1, u1, v1); in generateQuad()
284 TextureVertex::set(vertex++, x2, y1, u2, v1); in generateQuad()
285 TextureVertex::set(vertex++, x1, y2, u1, v2); in generateQuad()
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DPatch.h77 void generateRow(TextureVertex*& vertex, float y1, float y2,
80 void generateQuad(TextureVertex*& vertex,
DProgram.cpp28 Program::Program(const char* vertex, const char* fragment) { in Program() argument
31 vertexShader = buildShader(vertex, GL_VERTEX_SHADER); in Program()
DProgram.h40 Program(const char* vertex, const char* fragment);
DOpenGLRenderer.cpp884 Vertex* vertex = mesh; in clearLayerRegions() local
889 Vertex::set(vertex++, bounds->left, bounds->bottom); in clearLayerRegions()
890 Vertex::set(vertex++, bounds->left, bounds->top); in clearLayerRegions()
891 Vertex::set(vertex++, bounds->right, bounds->top); in clearLayerRegions()
892 Vertex::set(vertex++, bounds->left, bounds->bottom); in clearLayerRegions()
893 Vertex::set(vertex++, bounds->right, bounds->top); in clearLayerRegions()
894 Vertex::set(vertex++, bounds->right, bounds->bottom); in clearLayerRegions()
1420 TextureVertex* vertex = mesh; in drawBitmapMesh() local
1439 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); in drawBitmapMesh()
1440 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); in drawBitmapMesh()
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/frameworks/base/opengl/libagl/
Darray.cpp107 c->arrays.vertex.size = 4; in ogles_init_array()
108 c->arrays.vertex.type = GL_FLOAT; in ogles_init_array()
438 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break; in enableDisableClientState()
953 const GLubyte* vp = c->arrays.vertex.element(first); in compileElement__generic()
956 c->arrays.vertex.fetch(c, v->obj.v, vp); in compileElement__generic()
964 const GLubyte* vp = c->arrays.vertex.element( in compileElements__generic()
966 const size_t stride = c->arrays.vertex.stride; in compileElements__generic()
973 c->arrays.vertex.fetch(c, v->obj.v, vp); in compileElements__generic()
1138 c->transforms.mvp.pointv[c->arrays.vertex.size - 2]; in validate_arrays()
1141 c->transforms.modelview.transform.pointv[c->arrays.vertex.size - 2]; in validate_arrays()
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DAndroid.mk23 vertex.cpp.arm
Dmatrix.cpp106 if ((c->arrays.vertex.size != 4) && in validate_perspective()
721 #pragma mark matrix * vertex
/frameworks/base/libs/rs/scriptc/
Drs_graphics.rsh124 * vertex program. Calling this function with a custom vertex shader
132 * vertex program. Calling this function with a custom vertex shader
140 * vertex program. Calling this function with a custom vertex shader
148 * vertex program. Calling this function with a custom vertex shader
/frameworks/base/libs/rs/
DrsProgramVertex.cpp28 mRSC->mHal.funcs.vertex.init(mRSC, this, mUserShader.string(), mUserShader.length()); in ProgramVertex()
32 mRSC->mHal.funcs.vertex.destroy(mRSC, this); in ~ProgramVertex()
59 rsc->mHal.funcs.vertex.setActive(rsc, this); in setup()
Drs_hal.h176 } vertex; member
/frameworks/base/opengl/libs/GLES2_dbg/
DAndroid.mk12 src/vertex.cpp
/frameworks/base/opengl/libagl2/
DAndroid.mk16 src/vertex.cpp
DREADME24 …LE_STRIPS modes for glDrawArrays and glDrawElements are implemented, but vertex order is probably …
/frameworks/base/docs/html/guide/topics/renderscript/
Dgraphics.jd73 of the RenderScript such as programs (vertex and fragment shaders, for example) that you want
359 top left vertex and bottom right vertex of the rectangle to draw.</li>
371 android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions,
398 vertex 0, 1, and 2 (the vertices are drawn counter-clockwise).</p>
412 supply it with one or more allocations that contain the vertex data:</p>
441 to customize the rendering pipeline. For example, you can create vertex and fragment shaders in
460 <p>The RenderScript vertex program, also known as a vertex shader, describes the stage in
483 care of connecting the two. Unlike OpenGL, there is no need to link the vertex and fragment
506 used by the program. Like the vertex programs, when an allocation with constant input
511 between the vertex and fragment programs is handled internally in the GLSL code. For
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Dindex.jd489 <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_VERTEX}: Allocates in the vertex
498 … example allocates memory for a custom data type in both the script and vertex memory spaces:</p>
/frameworks/base/docs/html/resources/tutorials/opengl/
Dopengl-es20.jd247 define a vertex array for the coordinates.</p>
253 <p>To define a vertex array for a triangle:</p>
274 // initialize vertex Buffer for triangle
294 // initialize the triangle vertex array
315 this section, you'll create vertex and fragment shaders, a shader loader, apply the shaders, enable
316 the use of vertex arrays for your triangle and, finally, draw it on screen.</p>
321 <li>In your {@code HelloOpenGLES20Renderer} class, define a vertex shader and a fragment
337 <p>The vertex shader controls how OpenGL positions and draws the vertices of shapes in space.
344 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
363 <p>In OpenGL ES 2.0, you attach vertex and fragment shaders to a <em>Program</em> and then
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Dopengl-es10.jd228 define a vertex array for the coordinates.</p>
234 <p>To define a vertex array for a triangle:</p>
255 // initialize vertex Buffer for triangle
275 // initialize the triangle vertex array
295 <p>Before you can draw your triangle, you must tell OpenGL that you are using vertex arrays. After
302 enable vertex arrays.
304 // Enable use of vertex arrays
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
DGLTextureViewActivity.java276 private int buildProgram(String vertex, String fragment) { in buildProgram() argument
277 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); in buildProgram()
/frameworks/base/docs/html/guide/topics/graphics/
Dopengl.jd291 the vertex shaders of your graphics objects. With this matrix member added, you can then
295 <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
296 and include it as a multiplier of the shader's position. In the following example vertex shader
304 // the coordinates of objects that use this vertex shader
316 member in the vertex shader into which you apply a combined projection matrix and camera view
318 matrix and camera viewing matrix members in your vertex shaders so you can change them
321 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
327 variable defined in the vertex shader above.
366 camera view transformations, multiply the matrices together and then set them into the vertex
/frameworks/ex/carousel/java/com/android/ex/carousel/
Dcarousel.rs1508 for (int vertex = 0; vertex < 4; vertex++) {
1509 float4 tmp = rsMatrixMultiply(&matrix, cardVertices[vertex]);
1511 p[vertex].x = tmp.x;
1512 p[vertex].y = tmp.y;
1513 p[vertex].z = tmp.z;
1514 p[vertex] *= 1.0f / tmp.w;
/frameworks/base/packages/SystemUI/src/com/android/systemui/
DImageWallpaper.java482 private int buildProgram(String vertex, String fragment) {
483 int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
/frameworks/base/opengl/tests/angeles/
DREADME.txt38 Common Lite, such as vertex arrays, color arrays and
/frameworks/base/include/private/opengles/
Dgl_context.h197 array_t vertex; member

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