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  /external/webkit/Source/WebKit/efl/ewk/
ewk_tiled_model.c 58 } tiles, bytes; member in struct:tile_account
79 acc->tiles.allocated = 0;
80 acc->tiles.freed = 0;
95 acc->tiles.allocated++;
108 acc->tiles.freed++;
119 printf("TILE BALANCE: tiles[+%"PRIu64",-%"PRIu64":%"PRIu64"] "
131 uint64_t tiles, bytes; local
133 tiles = acc->tiles.allocated - acc->tiles.freed
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ewk_tiled_matrix.c 51 } tiles, bytes; member in struct:_Ewk_Tile_Matrix::__anon13537
89 tm->stats.tiles.freed++;
125 ERR("cache of unused tiles requesting deletion of used tile %p? "
132 tm->stats.tiles.freed++;
139 * Creates a new matrix of tiles.
141 * The tile matrix is responsible for keeping tiles around and
143 * existing tiles and give them back, allowing them to be
146 * @param tuc cache of unused tiles or @c NULL to create one
150 * @param cspace the color space used to create tiles in this matrix.
189 * Destroys tiles matrix, releasing its resources
196 uint64_t tiles, bytes; local
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ewk_tiled_model.h 41 /* cache of unused tiles */
ewk_view_tiled.c 307 * Get the cache of unused tiles used by this view.
310 * @return instance of "cache of unused tiles" or @c NULL on errors.
320 * Set the cache of unused tiles used by this view.
323 * @param cache instance of "cache of unused tiles". This can be used
324 * to share a single cache amongst different views. The tiles
  /external/opencv/cv/src/
cvmoments.cpp 197 /* summarizes moment values for all tiles */
199 icvAccumulateMoments( double *tiles, CvSize size, CvSize tile_size, CvMoments * moments )
205 for( x = 0; x < size.width; x += tile_size.width, tiles += 10 )
208 double dxm = dx * tiles[0], dym = dy * tiles[0];
211 moments->m00 += tiles[0];
214 moments->m10 += tiles[1] + dxm;
217 moments->m01 += tiles[2] + dym;
220 moments->m20 += tiles[3] + dx * (tiles[1] * 2 + dxm)
371 double* tiles = 0; local
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  /external/webkit/Source/WebCore/platform/graphics/android/
GLWebViewState.h 49 // Prefetch and render 1 tiles ahead of the scroll
81 // The rendering model is to use tiles to display the BaseLayer (as obviously a
83 // tiles covering the viewport's area, paint those tiles using the webview's
84 // content (i.e. the BaseLayer's PictureSet), then display those tiles.
90 // The tiles are grouped into a TiledPage -- basically a map of tiles covering
93 // that schedules tiles to be painted -- i.e. the subset of tiles that intersect
101 // Tiles are implemented as a BaseTile. It knows how to paint itself with th
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TiledPage.h 47 * TiledPage its tiles are scaled in hardware and therefore are subject to a
68 // update tiles with inval information, return true if visible ones are
85 // used by individual tiles to generate the bitmap for their tile
88 // used by individual tiles to get the information about the current picture
108 // array of tiles used to compose a page. The tiles are allocated in the
111 // stores the number of tiles in the m_baseTiles array. This enables us to
119 // used to identify the tiles that have been invalidated (marked dirty) since
TilesManager.cpp 67 // 112(tiles)*256*256*4(bpp)*2(pages) = 56MB
70 // TODO: after merge the pool of base tiles and layer tiles, we should revisit
122 XLOG("%d tiles to allocate (%d textures planned)", nbTexturesToAllocate, m_maxTextureCount);
137 XLOG("%d layers tiles to allocate (%d textures planned)",
188 XLOG("Deallocated %d gl textures (out of %d base tiles and %d layer tiles)",
276 // 3. Don't let tiles acquire their front textures
279 // 5. Otherwise, use the least recently prepared tile, but ignoring tiles
308 // still zooming, we recycle the tiles with the old scale instead o
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TiledPage.cpp 127 // Given the current scale level we need to mark the appropriate tiles as dirty
149 // If we are goingLeft, we want to schedule the tiles starting from the
150 // right (and to the left if not). This is because tiles are appended to
225 // clear the invalidated region as all tiles within that region have now
245 // Expand number of tiles to allow tiles outside of viewport to be prepared for
251 // prepare tiles outside of the visible bounds
286 XLOGC("ERROR: We don't have enough tiles for this page!"
312 XLOG("tiled page %p needs %d ready tiles", this, neededTiles);
320 XLOG("tiled page %p still needs %d ready tiles", this, neededTiles)
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PaintTileOperation.cpp 98 // prioritize unpainted tiles, within the same drawCount
102 // for base tiles, prioritize based on position
  /frameworks/base/tests/TileBenchmark/res/values/
colors.xml 17 <!-- The color of tiles with valid textures -->
19 <!-- The color of tiles with stale / invalid textures -->
strings.xml 72 <!-- Portion of viewport covered by good tiles [CHAR LIMIT=15] -->
86 <!-- Format string for displaying aggregate stats+values (nr of valid tiles,
89 <!-- Text hovering over canvas, number of tiles ready [CHAR LIMIT=15] -->
90 <string name="ready_tiles">Ready Tiles</string>
91 <!-- Text hovering over canvas, number tiles not ready [CHAR LIMIT=15] -->
92 <string name="unready_tiles">Unready Tiles</string>
93 <!-- Text hovering over canvas, number of tiles that haven't been
95 <string name="unplaced_tiles">Unplaced Tiles</string>
  /external/replicaisland/src/com/replica/replicaisland/
TiledWorld.java 24 * TiledWorld manages a 2D map of tile indexes that define a "world" of tiles. These may be
25 * foreground or background layers in a scrolling game, or a layer of collision tiles, or some other
69 // Second byte: width of the world in tiles.
70 // Third byte: height of the world in tiles.
  /external/replicaisland/tools/
ExtractPoints.js 22 * graphical representations of the collision tiles used by the engine. Each
50 var tiles = new Array();
51 tiles.length = tilesPerRow * tilesPerColumn;
129 tiles[tileIndex] = tile;
139 for (var x = 0; x < tiles.length; x++) {
140 if (tiles[x]) {
141 var tile = tiles[x];
217 for (var x = 0; x < tiles.length; x++) {
218 if (tiles[x]) {
219 var tile = tiles[x]
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  /external/chromium/chrome/browser/resources/ntp4/
tile_page.js 10 * @param {number} rowTileCount The number of tiles in a row.
22 * @param {number} numRowTiles The number of tiles in a row.
38 // tiles.
46 * Creates a new TilePage object. This object contains tiles and controls
99 // Div that holds the tiles.
104 // Ordered list of our tiles.
199 * get non-square tiles.
most_visited_page.js 180 // The fewest tiles we will show in a row.
182 // The most tiles we will show in a row.
230 * Create blank (filler) tiles.
240 * Update the tiles after a change to |data_|.
263 // The first time data is set, create the tiles.
apps_page.js 86 // The fewest tiles we will show in a row.
88 // The most tiles we will show in a row.
  /development/samples/Snake/src/com/example/android/snake/
TileView.java 37 * Parameters controlling the size of the tiles and their range within view.
39 * dimensions. X/Y Tile Counts are the number of tiles that will be drawn.
88 * Rests the internal array of Bitmaps used for drawing tiles, and
89 * sets the maximum index of tiles to be inserted
128 * Resets all tiles to 0 (empty)
  /external/webkit/Source/WebCore/platform/graphics/chromium/
LayerTilerChromium.h 63 // Paint all invalidations and missing tiles needed to draw the contentRect
73 // Draw all tiles that intersect with the content rect.
78 // Change the tile size. This may invalidate all the existing tiles.
126 // Invalidate any tiles which do not intersect with the contentRect
157 // Tightly packed set of unused tiles.
  /external/webkit/Source/WebCore/platform/graphics/mac/
WebTiledLayer.mm 41 // Set a zero duration for the fade in of tiles
47 // Make sure that tiles are drawn on the main thread
  /frameworks/base/tests/TileBenchmark/tests/
AndroidManifest.xml 26 android:label="Tests for WebView Tiles."/>
  /external/webkit/Source/WebCore/platform/graphics/win/
WebTiledLayer.cpp 107 // FIXME: Only setNeedsDisplay for tiles that are currently visible
172 // If number of tiles vertically or horizontally is < sqrt(cMaxTileCount)
233 // FIXME: In addition to redoing the number of tiles, we need to only render and have backing
241 // Add new tiles
245 // Remove old tiles
251 // Set coordinates for all tiles
  /external/mesa3d/docs/
cell.html 64 Each SPU loops over a set of 32x32-pixel screen tiles, rendering the triangles
66 Because of the limited SPU memory, framebuffer tiles are paged in/out of
104 This lets you see which SPU is rendering which screen tiles.
  /external/webkit/Source/WebCore/platform/graphics/
TiledBackingStore.cpp 210 // Remove tiles that extend outside the current contents rect.
240 // Distance is 0 for all currently visible tiles.
260 // Paint the content of the newly created tiles
264 // Keep creating tiles until the whole coverRect is covered.
391 // were not painted or created because tiles are not created or
  /external/webkit/Source/WebCore/platform/graphics/ca/win/
PlatformCALayerWinInternal.cpp 41 // avoid lots of small tiles (and therefore lots of drawing callbacks), but small enough
154 // FIXME: Only setNeedsDisplay for tiles that are currently visible
352 // If number of tiles vertically or horizontally is < sqrt(cMaxTileCount)
418 // FIXME: In addition to redoing the number of tiles, we need to only render and have backing
426 // Add new tiles
430 // Remove old tiles
436 // Set coordinates for all tiles

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