/frameworks/native/services/surfaceflinger/ |
D | Layer.cpp | 432 const Layer::State& front(drawingState()); in doTransaction() local 435 const bool sizeChanged = (temp.requested.w != front.requested.w) || in doTransaction() 436 (temp.requested.h != front.requested.h); in doTransaction() 461 front.active.w, front.active.h, in doTransaction() 462 front.active.crop.left, in doTransaction() 463 front.active.crop.top, in doTransaction() 464 front.active.crop.right, in doTransaction() 465 front.active.crop.bottom, in doTransaction() 466 front.active.crop.getWidth(), in doTransaction() 467 front.active.crop.getHeight(), in doTransaction() [all …]
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D | LayerBase.cpp | 204 const Layer::State& front(drawingState()); in doTransaction() local 215 if (front.active != temp.active) { in doTransaction() 220 if (temp.sequence != front.sequence) { in doTransaction()
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/frameworks/compile/mclinker/lib/LD/ |
D | Layout.cpp | 323 Fragment* front = getFront(pRange); in getFragmentRef() local 324 if (NULL == front) in getFragmentRef() 331 return getFragmentRef(*front, *rear, pOffset); in getFragmentRef() 340 Fragment* front = &pFront; in getFragmentRef() local 354 while (front != rear) { in getFragmentRef() 355 if (Fragment::Alignment == front->getKind()) { in getFragmentRef() 359 if (NULL == front->getNextNode()) { in getFragmentRef() 362 align_size = computeFragmentSize(*this, *front); in getFragmentRef() 367 align_size = front->getNextNode()->getOffset() - front->getOffset(); in getFragmentRef() 370 front = front->getNextNode(); in getFragmentRef() [all …]
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/frameworks/av/media/libnbaio/ |
D | PipeReader.cpp | 73 size_t front = mFront & (mPipe.mMaxFrames - 1); in read() local 74 size_t red = mPipe.mMaxFrames - front; in read() 79 memcpy(buffer, (char *) mPipe.mBuffer + (front << mBitShift), red << mBitShift); in read() 81 if (CC_UNLIKELY(front + red == mPipe.mMaxFrames)) { in read() 82 if (CC_UNLIKELY((count -= red) > front)) { in read() 83 count = front; in read()
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D | MonoPipeReader.cpp | 70 size_t front = mPipe->mFront & (mPipe->mMaxFrames - 1); in read() local 71 size_t part1 = mPipe->mMaxFrames - front; in read() 76 memcpy(buffer, (char *) mPipe->mBuffer + (front << mBitShift), part1 << mBitShift); in read() 77 if (CC_UNLIKELY(front + part1 == mPipe->mMaxFrames)) { in read()
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D | MonoPipe.cpp | 207 int32_t front; in getNextWriteTimestamp() local 214 observeFrontAndNRPTS(&front, timestamp); in getNextWriteTimestamp() 223 size_t pendingFrames = (mRear - front) & (mMaxFrames - 1); in getNextWriteTimestamp()
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/frameworks/compile/mclinker/lib/MC/ |
D | AttributeFactory.cpp | 19 m_pLast = new AttributeProxy(*this, *m_AttrSet.front()); in AttributeFactory() 26 m_pLast = new AttributeProxy(*this, *m_AttrSet.front()); in AttributeFactory() 48 return *m_AttrSet.front(); in predefined() 53 return *m_AttrSet.front(); in predefined() 58 m_pLast->change(m_AttrSet.front()); in produce()
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/frameworks/native/opengl/libagl/ |
D | light.cpp | 77 c->lighting.front.ambient.r = in ogles_init_light() 78 c->lighting.front.ambient.g = in ogles_init_light() 79 c->lighting.front.ambient.b = gglFloatToFixed(0.2f); in ogles_init_light() 80 c->lighting.front.ambient.a = 0x10000; in ogles_init_light() 81 c->lighting.front.diffuse.r = in ogles_init_light() 82 c->lighting.front.diffuse.g = in ogles_init_light() 83 c->lighting.front.diffuse.b = gglFloatToFixed(0.8f); in ogles_init_light() 84 c->lighting.front.diffuse.a = 0x10000; in ogles_init_light() 85 c->lighting.front.specular.a = 0x10000; in ogles_init_light() 86 c->lighting.front.emission.a = 0x10000; in ogles_init_light() [all …]
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/frameworks/wilhelm/src/itf/ |
D | I3DMacroscopic.c | 104 SLVec3D front = *pFront; in I3DMacroscopic_SetOrientationVectors() local 108 thiz->mOrientationVectors.mFront = front; in I3DMacroscopic_SetOrientationVectors() 164 SLVec3D front = thiz->mOrientationVectors.mFront; in I3DMacroscopic_GetOrientationVectors() local 167 *pFront = front; in I3DMacroscopic_GetOrientationVectors()
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D | I3DLocation.c | 171 SLVec3D front = *pFront; in I3DLocation_SetOrientationVectors() local 176 thiz->mOrientationVectors.mFront = front; in I3DLocation_SetOrientationVectors() 251 SLVec3D front = thiz->mOrientationVectors.mFront; in I3DLocation_GetOrientationVectors() local 254 *pFront = front; in I3DLocation_GetOrientationVectors()
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/frameworks/ex/variablespeed/jni/ |
D | decode_buffer.cc | 51 delete[] data_.front(); in Clear() 66 data_.push_back(data_.front()); in AdvanceHeadPointerShorts()
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D | variablespeed.cc | 311 delete[] playingBuffers_.front(); in ~AudioEngine() 783 freeBuffers_.push(playingBuffers_.front()); in PlayingBufferQueueCallback()
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/frameworks/native/libs/gui/ |
D | BufferQueue.cpp | 547 Fifo::iterator front(mQueue.begin()); in queueBuffer() local 549 mSlots[*front].mBufferState = BufferSlot::FREE; in queueBuffer() 551 *front = buf; in queueBuffer() 826 Fifo::iterator front(mQueue.begin()); in acquireBuffer() local 827 int buf = *front; in acquireBuffer() 849 mQueue.erase(front); in acquireBuffer() 982 Fifo::iterator front(mQueue.begin()); in freeAllBuffersExceptHeadLocked() local 983 head = *front; in freeAllBuffersExceptHeadLocked()
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/frameworks/base/docs/html/training/animation/ |
D | cardflip.jd | 90 Create the animations for the card flips. You'll need two animators for when the front 250 Create fragment classes for the front and back of the card. These classes return the layouts 260 * A fragment representing the front of the card. 300 activity shows you how to display the front of the card by default: 324 Now that you have the front of the card showing, you can show the back of the card 357 // resources representing rotations when flipping back to the front (e.g. when 369 // to get to the front of the card.
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/frameworks/compile/mclinker/include/mcld/LD/ |
D | Layout.h | 181 return &pRange.header->getSectionData()->getFragmentList().front(); in getFront() 197 return &pRange.header->getSectionData()->getFragmentList().front(); in getFront()
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/frameworks/native/include/ui/ |
D | FramebufferNativeWindow.h | 82 sp<NativeBuffer> front; variable
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/frameworks/native/libs/ui/ |
D | FramebufferNativeWindow.cpp | 250 ALOG_ASSERT(self->buffers[index] != self->front); in dequeueBuffer() 287 self->front = static_cast<NativeBuffer*>(buffer); in queueBuffer()
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/frameworks/base/docs/html/distribute/ |
D | index.jd | 23 …A billion downloads a month and growing. Get your apps in front of millions of users at Google's s…
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/frameworks/base/docs/html/training/multiple-apks/ |
D | api.jd | 284 sake of example, let’s assume that red requires a front-facing camera. In fact, the entire point of 285 the red APK is to combine the front-facing camera with sweet new functionality that was added in API 286 11. But, it turns out, not all devices that support API 11 even HAVE front-facing cameras! The 290 manifest, see that Red lists the front-facing camera as a requirement, and quietly ignore it, having 293 but also doesn’t care whether or not there’s a front-facing camera! The app can still be downloaded 294 from Google Play by the user, because despite the whole front-camera mishap, there was still an
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D | screensize.jd | 232 red requires a front-facing camera. In fact, the entire point of the red APK is to use the extra 233 available screen space to do entertaining things with that front-facing camera. But, it turns out, 234 not all xlarge devices even HAVE front-facing cameras! The horror!</p> 237 manifest, see that Red lists the front-facing camera as a requirement, and quietly ignore it, having 240 front-facing camera! The app can still be downloaded from Google Play by the user, because 241 despite the whole front-camera mishap, there was still an APK that supported that particular screen
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D | multiple.jd | 334 let’s assume that Purple requires a front-facing camera. In fact, the entire point of Purple is to 335 use entertaining things with the front-facing camera! But, it turns out, not all API 11+ devices 336 even HAVE front-facing cameras! The horror!</p> 339 manifest, see that Purple lists the front-facing camera as a requirement, and quietly ignore it, 342 there’s a front-facing camera! The app can still be downloaded from Google Play by the user, 343 because despite the whole front-camera mishap, there was still an APK that supported that particular
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/frameworks/base/docs/html/guide/topics/graphics/ |
D | opengl.jd | 382 space. A set of three or more three-dimensional points (called vertices in OpenGL) have a front face 383 and a back face. How do you know which face is front and which is the back? Good question. The 394 front face. The triangle shown in Figure 1 is defined so that you are looking at the front face of 397 <p>Why is it important to know which face of a shape is the front face? The answer has to do with a 410 front and back, your OpenGL graphics are going to look a bit thin, or possibly not show up at all. 414 clockwise face as the front face, but doing so requires more code and is likely to confuse
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/frameworks/base/docs/html/guide/practices/ui_guidelines/ |
D | icon_design_launcher_archive.jd | 85 <p>Starting with Android 2.0, launcher icons should be front-facing, instead of 385 <li>The base of a launcher icon can face either the top view or the front 442 definition. A light source is placed slightly to the left in front of the icon, 482 …g 0 | b 0<br><em>2: </em>r 217 | g 217 | b 217<br>Used on the front (lit) part of the … 515 source placed slightly to the left in front of the icon.</li>
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/frameworks/base/docs/html/about/ |
D | index.jd | 48 rapid evolution of Android technology lets you stay in front with powerful, 87 <blockquote>1.5 billion downloads a month and growing. Get your apps in front
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/frameworks/base/services/java/com/android/server/am/ |
D | EventLogTags.logtags | 18 # A task is being brought to the front of the screen:
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