Home
last modified time | relevance | path

Searched defs:vtx (Results 1 – 13 of 13) sorted by relevance

/frameworks/base/graphics/java/android/renderscript/
DPath.java44 Path(int id, RenderScript rs, Primitive p, Allocation vtx, Allocation loop, float q) { in Path()
69 … public static Path createStaticPath(RenderScript rs, Primitive p, float quality, Allocation vtx) { in createStaticPath()
75 …public static Path createStaticPath(RenderScript rs, Primitive p, float quality, Allocation vtx, A… in createStaticPath()
79 …public static Path createDynamicPath(RenderScript rs, Primitive p, float quality, Allocation vtx) { in createDynamicPath()
83 … Path createDynamicPath(RenderScript rs, Primitive p, float quality, Allocation vtx, Allocation lo… in createDynamicPath()
DMesh.java352 int[] vtx = new int[mVertexTypeCount]; in create() local
508 int[] vtx = new int[mVertexTypeCount]; in create() local
DRenderScript.java615 native int rsnMeshCreate(int con, int[] vtx, int[] idx, int[] prim); in rsnMeshCreate()
616 synchronized int nMeshCreate(int[] vtx, int[] idx, int[] prim) { in nMeshCreate()
641 native int rsnPathCreate(int con, int prim, boolean isStatic, int vtx, int loop, float q); in rsnPathCreate()
642 synchronized int nPathCreate(int prim, boolean isStatic, int vtx, int loop, float q) { in nPathCreate()
/frameworks/rs/
DrsPath.cpp28 Allocation *vtx, Allocation *loops, float quality) in Path()
74 RsAllocation vtx, RsAllocation loops, float quality) { in rsi_PathCreate()
DrsMesh.cpp265 RsAllocation * vtx, size_t vtxCount, in rsi_MeshCreate()
DrsScriptC_LibGL.cpp170 float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4}; in rsrDrawQuadTexCoords() local
/frameworks/rs/driver/
DrsdPath.cpp73 const Allocation *vtx, const Allocation *loops) { in rsdPathInitStatic()
112 DrvPathStatic::DrvPathStatic(const Allocation *vtx, const Allocation *loops) { in DrvPathStatic()
139 float vtx[12]; in draw() local
DrsdShaderCache.cpp70 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) { in hasArrayUniforms()
109 RsdShader *vtx = mVertex; in link() local
DrsdShaderCache.h133 uint32_t vtx; member
DrsdGL.cpp549 float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4}; in rsdGLDrawQuadTexCoords() local
/frameworks/native/opengl/tests/gl_perf/
Dfill_common.cpp159 static const float vtx[] = { in setupVA() local
/frameworks/native/services/surfaceflinger/
DSurfaceFlinger.cpp1898 GLfloat vtx[8]; in electronBeamOffAnimationImplLocked() local
1945 void operator()(GLfloat* vtx, float v) { in electronBeamOffAnimationImplLocked()
1963 void operator()(GLfloat* vtx, float v) { in electronBeamOffAnimationImplLocked()
2080 GLfloat vtx[8]; in electronBeamOnAnimationImplLocked() local
2111 void operator()(GLfloat* vtx, float v) { in electronBeamOnAnimationImplLocked()
2129 void operator()(GLfloat* vtx, float v) { in electronBeamOnAnimationImplLocked()
/frameworks/native/opengl/libagl/
Dprimitives.cpp393 vertex_t* const vtx[3] = { v0, v1, v2 }; in fetch_texcoord_impl() local