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136     virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
146 virtual int saveLayer(float left, float top, float right, float bottom, in saveLayer() argument
148 return saveLayer(left, top, right, bottom, paint, flags, NULL); in saveLayer()
153 int saveLayer(float left, float top, float right, float bottom,
156 int saveLayerDeferred(float left, float top, float right, float bottom,
173 float left, float top, float right, float bottom, const SkPaint* paint);
175 float left, float top, float right, float bottom, const SkPaint* paint);
177 virtual status_t drawRect(float left, float top, float right, float bottom,
179 virtual status_t drawRoundRect(float left, float top, float right, float bottom,
182 virtual status_t drawOval(float left, float top, float right, float bottom,
184 virtual status_t drawArc(float left, float top, float right, float bottom,
327 void drawScreenSpaceColorRect(float left, float top, float right, float bottom, int color) { in drawScreenSpaceColorRect() argument
334 drawColorRect(left, top, right, bottom, color, SkXfermode::kSrcOver_Mode, true); in drawScreenSpaceColorRect()
356 void setupFrameState(float left, float top, float right, float bottom, bool opaque);
367 virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
387 bool quickRejectSetupScissor(float left, float top, float right, float bottom,
391 bounds.right, bounds.bottom, paint);
488 void discardFramebuffer(float left, float top, float right, float bottom);
557 bool createLayer(float left, float top, float right, float bottom,
597 const float right, const float bottom, const mat4 transform);
603 const float right, const float bottom);
617 void drawColorRect(float left, float top, float right, float bottom,
696 void drawTextureRect(float left, float top, float right, float bottom,
720 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
726 void drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture,
732 void drawAlpha8TextureMesh(float left, float top, float right, float bottom,
878 float left, float top, float right, float bottom, bool ignoreTransform = false);