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Searched refs:Vertex (Results 1 – 15 of 15) sorted by relevance

/frameworks/base/libs/hwui/
DPathTessellator.cpp173 bounds->outset(fabs(inverseScaleX) * (0.5f + Vertex::GeometryFudgeFactor()), in expandBoundsForStroke()
174 fabs(inverseScaleY) * (0.5f + Vertex::GeometryFudgeFactor())); in expandBoundsForStroke()
177 bounds->outset(halfStrokeWidth + fabs(inverseScaleX) * Vertex::GeometryFudgeFactor(), in expandBoundsForStroke()
178 halfStrokeWidth + fabs(inverseScaleY) * Vertex::GeometryFudgeFactor()); in expandBoundsForStroke()
183 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) { in getFillVerticesFromPerimeter()
184 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size()); in getFillVerticesFromPerimeter()
207 void getStrokeVerticesFromPerimeter(const PaintInfo& paintInfo, const Vector<Vertex>& perimeter, in getStrokeVerticesFromPerimeter()
209 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size() * 2 + 2); in getStrokeVerticesFromPerimeter()
212 const Vertex* last = &(perimeter[perimeter.size() - 1]); in getStrokeVerticesFromPerimeter()
213 const Vertex* current = &(perimeter[0]); in getStrokeVerticesFromPerimeter()
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DVertex.h30 struct Vertex { struct
43 static inline void set(Vertex* vertex, float x, float y) { in set() argument
48 static inline void set(Vertex* vertex, Vector2 val) { in set() argument
52 static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) { in copyWithOffset() argument
58 REQUIRE_COMPATIBLE_LAYOUT(Vertex);
DPathTessellator.h112 Vector<Vertex> &outputVertices);
116 const PathApproximationInfo& approximationInfo, Vector<Vertex> &outputVertices);
127 Vector<Vertex> &outputVertices, int depth = 0);
139 Vector<Vertex> &outputVertices, int depth = 0);
DRect.h219 left = floorf(left + Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
220 top = floorf(top + Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
221 right = ceilf(right - Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
222 bottom = ceilf(bottom - Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
228 left = floorf(left + 0.5f - Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
229 top = floorf(top + 0.5f - Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
230 right = floorf(right + 0.5f + Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
231 bottom = floorf(bottom + 0.5f + Vertex::GeometryFudgeFactor()); in snapGeometryToPixelBoundaries()
DProgram.cpp168 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor()); in set()
DTessellationCache.cpp210 static void reverseVertexArray(Vertex* polygon, int len) { in reverseVertexArray()
213 Vertex tmp = polygon[i]; in reverseVertexArray()
228 Vector<Vertex> casterVertices2d; in tessellateShadows()
244 const Vertex& point2d = casterVertices2d[i]; in tessellateShadows()
DOpenGLRenderer.cpp1124 Vertex mesh[quadCount * 4]; in clearLayerRegions()
1125 Vertex* vertex = mesh; in clearLayerRegions()
1130 Vertex::set(vertex++, bounds.left, bounds.top); in clearLayerRegions()
1131 Vertex::set(vertex++, bounds.right, bounds.top); in clearLayerRegions()
1132 Vertex::set(vertex++, bounds.left, bounds.bottom); in clearLayerRegions()
1133 Vertex::set(vertex++, bounds.right, bounds.bottom); in clearLayerRegions()
1284 static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, in handlePoint()
1286 Vertex v; in handlePoint()
1293 static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { in handlePointNoTransform()
1294 Vertex v; in handlePointNoTransform()
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DGlopBuilder.h54 GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
DClipArea.cpp35 Vertex v; in handlePoint()
DGlopBuilder.cpp126 GlopBuilder& GlopBuilder::setMeshIndexedQuads(Vertex* vertexData, int quadCount) { in setMeshIndexedQuads()
/frameworks/base/libs/hwui/renderstate/
DMeshState.h42 const GLsizei kVertexStride = sizeof(Vertex);
/frameworks/base/docs/html/training/graphics/opengl/
Ddraw.jd79 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
/frameworks/rs/scriptc/
Drs_graphics.rsh151 RS_PRIMITIVE_POINT = 0, // Vertex data will be rendered as a series of points
152 RS_PRIMITIVE_LINE = 1, // Vertex pairs will be rendered as lines
153 RS_PRIMITIVE_LINE_STRIP = 2, // Vertex data will be rendered as a connected line strip
/frameworks/native/opengl/libagl/
Darray.cpp453 #pragma mark Vertex Cache
/frameworks/base/docs/html/guide/topics/renderscript/reference/
Drs_graphics.jd646 …<tr><th>RS_PRIMITIVE_POINT = 0</th><td>Vertex data will be rendered as a series of points</td></tr>
647 <tr><th>RS_PRIMITIVE_LINE = 1</th><td>Vertex pairs will be rendered as lines</td></tr>
648 …<tr><th>RS_PRIMITIVE_LINE_STRIP = 2</th><td>Vertex data will be rendered as a connected line strip…