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  /frameworks/base/libs/hwui/
Vertex.h 24 * Simple structure to describe a vertex with a position and a texture.
26 struct Vertex {
29 static inline void set(Vertex* vertex, float x, float y) {
30 vertex[0].position[0] = x;
31 vertex[0].position[1] = y;
33 }; // struct Vertex
36 * Simple structure to describe a vertex with a position and a texture.
42 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
43 vertex[0].position[0] = x
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Patch.cpp 152 TextureVertex* vertex = mVertices; local
180 generateRow(vertex, y1, y2, v1, v2, stretchX, rescaleX, right - left,
199 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, right - left,
220 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
248 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
266 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
270 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
297 TextureVertex::set(vertex++, x1, y1, u1, v1);
298 TextureVertex::set(vertex++, x2, y1, u2, v1);
299 TextureVertex::set(vertex++, x1, y2, u1, v2)
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Patch.h 27 #include "Vertex.h"
77 void generateRow(TextureVertex*& vertex, float y1, float y2,
80 void generateQuad(TextureVertex*& vertex,
Program.cpp 29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/kube/
GLShape.java 60 GLVertex vertex = iter.next(); local
61 if (vertex.x == x && vertex.y == y && vertex.z == z) {
62 return vertex;
66 // doesn't exist, so create new vertex
67 GLVertex vertex = mWorld.addVertex(x, y, z); local
68 mVertexList.add(vertex);
69 return vertex;
80 GLVertex vertex = iter.next() local
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GLWorld.java 50 GLVertex vertex = iter2.next(); local
51 vertex.put(mVertexBuffer, mColorBuffer);
62 GLVertex vertex = new GLVertex(x, y, z, mVertexList.size()); local
63 mVertexList.add(vertex);
64 return vertex;
67 public void transformVertex(GLVertex vertex, M4 transform) {
68 vertex.update(mVertexBuffer, transform);
GLFace.java 55 GLVertex vertex = mVertexList.get(last); local
59 while (vertex.color != null) {
60 mVertexList.add(0, vertex);
62 vertex = mVertexList.get(last);
66 vertex.color = c;
  /external/clang/utils/analyzer/
ubiviz 30 if action == 'vertex':
31 vertex = data[1]
32 G.new_vertex_w_id(vertex)
34 G.set_vertex_attribute(vertex, attribute[0], attribute[1])
  /frameworks/rs/driver/
rsdPath.h 25 const android::renderscript::Allocation *vertex,
  /dalvik/dx/src/com/android/dx/ssa/
Dominators.java 56 private final ArrayList<SsaBasicBlock> vertex; field in class:Dominators
75 this.vertex = new ArrayList<SsaBasicBlock>();
175 vertex.add(root);
188 int dfsMax = vertex.size() - 1;
192 SsaBasicBlock w = vertex.get(i);
213 info[vertex.get(wInfo.semidom).getIndex()].bucket.add(w);
222 // Implicity define idom for each vertex.
239 // Now explicitly define the immediate dominator of each vertex
241 SsaBasicBlock w = vertex.get(i);
243 != vertex.get(info[w.getIndex()].semidom).getIndex())
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  /external/dexmaker/src/dx/java/com/android/dx/ssa/
Dominators.java 56 private final ArrayList<SsaBasicBlock> vertex; field in class:Dominators
75 this.vertex = new ArrayList<SsaBasicBlock>();
175 vertex.add(root);
188 int dfsMax = vertex.size() - 1;
192 SsaBasicBlock w = vertex.get(i);
213 info[vertex.get(wInfo.semidom).getIndex()].bucket.add(w);
222 // Implicity define idom for each vertex.
239 // Now explicitly define the immediate dominator of each vertex
241 SsaBasicBlock w = vertex.get(i);
243 != vertex.get(info[w.getIndex()].semidom).getIndex())
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  /external/skia/third_party/glu/libtess/
README 56 contour (the last vertex of each contour is automatically linked to
59 "coords" give the coordinates of the vertex in 3-space. For useful
62 to a user-defined vertex structure, which typically contains other
64 used to refer to the vertex during rendering.
90 void vertex( void *data ); /* GLU_TESS_VERTEX */
100 It is followed by any number of "vertex" callbacks, which supply the
102 call. After the last vertex of a given primitive, there is a callback
107 vertex which follows begins an edge which lies on the polygon boundary
109 If "flag" is GL_FALSE, each vertex which follows begins an edge which lies
111 call to "vertex"
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alg-outline 34 2. Project the vertex data onto a plane. It does not need to be
53 We fit a plane to the vertex data, ignoring how they are connected
81 are many vertices which lie almost along a line, and one vertex V
100 ones), organized so that we can quickly extract the vertex with the
111 vertex. The processed portion of the mesh (left of the sweep line) is
112 a planar decomposition. As we cross each vertex, we update the mesh
116 A vertex can have any number of edges. Vertices with many edges can
119 edges are in no particular order around the vertex; for processed
122 The vertex processing happens in two phases: first we process are the
128 the event vertex matches the order in the dictionary
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  /external/mesa3d/docs/OLD/
MESA_program_debug.spec 36 vertex and fragment programs.
38 The concept is that vertex and fragment program debuggers will be
44 each vertex or fragment instruction.
50 be called prior to executing each vertex or fragment program instruction.
84 If we want to be able to single-step through vertex/fragment
177 vertex program, respectively. The callbacks are enabled and
245 vertex and/or fragment programs defined by those extensions may
247 by those extensions (i.e. "v[X]" to query vertex attributes,
248 "o[X]" for vertex outputs, etc.)
256 a supported vertex or fragment program type
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MESA_sprite_point.spec 34 coordinates at each vertex. This extension effectively turns points
124 counter-clockwise around the quadrilateral, then the vertex and
127 vertex window coordinate texture coordinate
135 size. The other vertex attributes (such as the color and fog coordinate)
136 are simply duplicated from the original point vertex.
  /frameworks/native/opengl/libagl/
array.cpp 24 #include "vertex.h"
107 c->arrays.vertex.size = 4;
108 c->arrays.vertex.type = GL_FLOAT;
438 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break;
449 #pragma mark Vertex Cache
534 // vertex cache size must be multiple of 1
571 // vertex cache size must be multiple of 1
593 // copy back the last processed vertex
619 // vertex cache size must be multiple of 2
661 // vertex cache size must be multiple of 2. This is extremely importan
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Android.mk 23 vertex.cpp.arm
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/
SpriteTextRenderer.java 334 public float getX(int vertex) {
335 return sCoords[3*vertex];
338 public float getY(int vertex) {
339 return sCoords[3*vertex+1];
  /external/skia/src/gpu/
GrTesselatedPathRenderer.cpp 28 // limit the allowable vertex range to approximately half of the representable
30 // vertex components,
94 virtual void vertex(int index) = 0;
103 static_cast<GrTess*>(data)->vertex(reinterpret_cast<long>(vertexData));
140 virtual void vertex(int index) { function in class:GrPolygonTess
193 virtual void vertex(int index) { function in class:GrEdgePolygonTess
195 GrPolygonTess::vertex(index);
238 virtual void vertex(int index) { function in class:GrBoundaryTess
  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/
Stripifier.java 289 // Returns vertex of the input face which is "next" in the input index list
430 // Returns the vertex unique to faceB
458 static void getSharedVertices(FaceInfo faceA, FaceInfo faceB, int[] vertex) {
459 vertex[0] = -1;
460 vertex[1] = -1;
465 if (vertex[0] == -1)
466 vertex[0] = facev0;
468 vertex[1] = facev0;
476 if (vertex[0] == -1)
477 vertex[0] = facev1;
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  /frameworks/rs/
rsProgramVertex.cpp 30 mRSC->mHal.funcs.vertex.init(mRSC, this, mUserShader.string(), mUserShader.length(),
35 mRSC->mHal.funcs.vertex.destroy(mRSC, this);
64 rsc->mHal.funcs.vertex.setActive(rsc, this);
  /external/webkit/Source/WebCore/platform/graphics/gpu/
LoopBlinnLocalTriangulator.h 46 class Vertex {
47 WTF_MAKE_NONCOPYABLE(Vertex);
49 Vertex()
64 // Sets the position and texture coordinates of the vertex.
72 // Flags for walking from the start vertex to the end vertex.
111 // 2D coordinates of the vertex in the plane.
116 // Flags for walking from the start vertex to the end vertex.
132 // Gets the vertex at the given index, 0 <= index < 3
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  /external/mesa3d/src/pixelflinger2/
scanline.cpp 216 //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
217 VertexOutput vertex(*start);
237 // ALOGD("pf2 GGLScanLine scanline=%p start=%p constants=%p", scanLineFunction, &vertex, constants);
239 scanLineFunction(&vertex, &vertexDx, constants, frame, depth, stencil, activeStencil, endX - startX + 1);
274 // //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
275 // VertexOutput vertex(*start);
292 // vertex.varyings[i].i[j] = vertex.varyings[i].f[j] * 65536;
295 // vertex.position.i[j] = vertex.position.f[j] * 65536
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  /external/opencv/cvaux/src/
cvclique.cpp 83 #define CV_GET_ADJ_VTX( vertex, edge ) \
85 assert(edge->vtx[0]==vertex||edge->vtx[1] == vertex ), \
86 (edge->vtx[0] == vertex)?edge->vtx[1]:edge->vtx[0] \
186 //int* Compsub; //current component (vertex stack)
229 //int* Compsub; //current component (vertex stack)
304 //for every vertex of All determine counter value and choose minimum
492 int* Compsub; //current component (vertex stack)
551 //for every vertex of All determine counter value and choose minimum
  /external/webkit/Source/WebCore/platform/graphics/android/rendering/
ShaderProgram.h 105 ShaderResource(GLuint prog, GLuint vertex, GLuint fragment)
107 , vertexShader(vertex)

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