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  /external/replicaisland/src/com/replica/replicaisland/
GameComponent.java 37 DRAW, // drawing commands are scheduled.
RenderComponent.java 36 setPhase(ComponentPhases.DRAW.ordinal());
69 // to draw per frame, so I'm going to go ahead and cull early.
  /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
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  /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
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  /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));
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.
  /external/mesa3d/src/gallium/drivers/freedreno/a3xx/
fd3_query.c 67 OUT_RING(ring, DRAW(DI_PT_POINTLIST_PSIZE, DI_SRC_SEL_AUTO_INDEX,
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,
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  /external/python/cpython2/Lib/plat-irix5/
FL.py 62 DRAW = 0
  /external/python/cpython2/Lib/plat-irix6/
FL.py 62 DRAW = 0
  /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
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binner.cpp 65 /// @param pDC - Draw context
633 /// @param pDC - pointer to draw context.
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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")
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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
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  /external/mesa3d/src/gallium/drivers/svga/
svga_cmd_vgpu10.c 534 SVGA3D_CREATE_COMMAND(Draw, DRAW);
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  /external/mesa3d/src/gallium/drivers/svga/svgadump/
svga_dump.c     [all...]

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