/external/replicaisland/src/com/replica/replicaisland/ |
GameComponent.java | 37 DRAW, // drawing commands are scheduled.
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RenderComponent.java | 36 setPhase(ComponentPhases.DRAW.ordinal()); 69 // to draw per frame, so I'm going to go ahead and cull early.
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/external/skia/src/core/ |
SkRecordDraw.cpp | 23 // Draw only ops that affect pixels in the canvas's current clip. 33 SkRecords::Draw draw(canvas, drawablePicts, drawables, drawableCount); 38 // This visit call uses the SkRecords::Draw::operator() to call 40 // DRAW() macro. 41 record.visit(ops[i], draw); 44 // Draw all ops. 45 SkRecords::Draw draw(canvas, drawablePicts, drawables, drawableCount); 50 // This visit call uses the SkRecords::Draw::operator() to cal 74 template <> void Draw::draw(const NoOp&) {} function in class:SkRecords::Draw 87 template <> void Draw::draw(const SaveBehind& r) { function in class:SkRecords::Draw 91 template <> void Draw::draw(const DrawBehind& r) { function in class:SkRecords::Draw 108 template <> void Draw::draw(const DrawImageLattice& r) { function in class:SkRecords::Draw 141 template <> void Draw::draw(const DrawDrawable& r) { function in class:SkRecords::Draw [all...] |
/external/skqp/src/core/ |
SkRecordDraw.cpp | 23 // Draw only ops that affect pixels in the canvas's current clip. 33 SkRecords::Draw draw(canvas, drawablePicts, drawables, drawableCount); 38 // This visit call uses the SkRecords::Draw::operator() to call 40 // DRAW() macro. 41 record.visit(ops[i], draw); 44 // Draw all ops. 45 SkRecords::Draw draw(canvas, drawablePicts, drawables, drawableCount); 50 // This visit call uses the SkRecords::Draw::operator() to cal 74 template <> void Draw::draw(const NoOp&) {} function in class:SkRecords::Draw 87 template <> void Draw::draw(const SaveBehind& r) { function in class:SkRecords::Draw 104 template <> void Draw::draw(const DrawImageLattice& r) { function in class:SkRecords::Draw 137 template <> void Draw::draw(const DrawDrawable& r) { function in class:SkRecords::Draw [all...] |
/external/mesa3d/src/gallium/drivers/freedreno/ |
freedreno_draw.h | 55 * to scratch7 for each draw, to make it easier to match up 57 * (scratch6) and DRAW is enough to "triangulate" the 58 * particular draw that caused lockup. 63 /* dummy-draw workaround: */ 66 OUT_RING(ring, DRAW(1, DI_SRC_SEL_AUTO_INDEX, 83 OUT_RINGP(ring, DRAW(primtype, src_sel, idx_type, 0, instances), 86 OUT_RING(ring, DRAW(primtype, src_sel, idx_type, vismode, instances));
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freedreno_util.h | 101 static inline uint32_t DRAW(enum pc_di_primtype prim_type, 353 * DRAW (scratch7) is enough to "triangulate" the particular 354 * draw that caused lockup. 378 * DRAW (scratch7) is enough to "triangulate" the particular 379 * draw that caused lockup.
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/external/mesa3d/src/gallium/drivers/freedreno/a3xx/ |
fd3_query.c | 67 OUT_RING(ring, DRAW(DI_PT_POINTLIST_PSIZE, DI_SRC_SEL_AUTO_INDEX,
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fd3_gmem.c | 287 OUT_RING(ring, DRAW(DI_PT_RECTLIST, DI_SRC_SEL_IMMEDIATE, 709 *patch->cs = patch->val | DRAW(0, 0, 0, vismode, 0); 903 /* dummy-draw workaround: */ 906 OUT_RING(ring, DRAW(1, DI_SRC_SEL_AUTO_INDEX, [all...] |
fd3_emit.c | 925 OUT_RING(ring, DRAW(1, DI_SRC_SEL_AUTO_INDEX, [all...] |
/external/python/cpython2/Lib/plat-irix5/ |
FL.py | 62 DRAW = 0
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/external/python/cpython2/Lib/plat-irix6/ |
FL.py | 62 DRAW = 0
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/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/ |
context.h | 29 * The DRAW_CONTEXT contains all state associated with a draw operation. 148 DRAW, 174 uint32_t numIndices; // DrawIndexed: Number of indices for draw. 175 uint32_t numVerts; // Draw: Number of verts (triangles, lines, etc) 180 uint32_t startVertex; // Draw: Starting vertex in VB to render from. 185 uint32_t startPrimID; // starting primitiveID for this draw batch 186 uint32_t startVertexID; // starting VertexID for this draw batch (only needed for non-indexed draws) 198 DRAW_WORK draw; member in union:FE_WORK::__anon33962 357 // Draw State 362 void* pPrivateState; // Its required the driver sets this up for each draw [all...] |
binner.cpp | 65 /// @param pDC - Draw context 633 /// @param pDC - pointer to draw context. [all...] |
api.cpp | 264 // Set current draw context to NULL so that next state call forces a new draw context to be created and populated. 282 // If current draw context is null then need to obtain a new draw context to use from ring. 316 // If we're splitting our draw then we can just use the same state from the previous 317 // draw. In this case, we won't increment the DS ring index so the next non-split 318 // draw can receive the state. 332 // If its a split draw then just copy the state pointer over 333 // since its the same draw. 367 SWR_ASSERT(isSplitDraw == false, "Split draw should only be used when obtaining a new DC") [all...] |
threads.cpp | 426 // increment our current draw id to the first incomplete draw 458 /// @param curDrawBE - This tracks the draw contexts that this thread has processed. Each worker thread 465 /// still have work pending in a previous draw. Additionally, the lockedTiles is 467 /// working on in a previous draw. 479 // Find the first incomplete draw that has pending work. If no such draw is found then 492 // Try to work on each draw in order of the available draws in flight. 495 // working on those macrotiles that are known to be complete in the prior draw to 503 // First wait for FE to be finished with this draw. This keeps threading model simpl [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
svga_cmd_vgpu10.c | 534 SVGA3D_CREATE_COMMAND(Draw, DRAW); [all...] |
/external/mesa3d/src/gallium/drivers/svga/svgadump/ |
svga_dump.c | [all...] |