/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 [all...] |
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) [all...] |
Patch.h | 27 #include "Vertex.h" 77 void generateRow(TextureVertex*& vertex, float y1, float y2, 80 void generateQuad(TextureVertex*& vertex,
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Program.cpp | 29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { 37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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/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 [all...] |
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);
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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;
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/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])
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/frameworks/rs/driver/ |
rsdPath.h | 25 const android::renderscript::Allocation *vertex,
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/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()) [all...] |
/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()) [all...] |
/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" [all...] |
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 [all...] |
/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 [all...] |
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.
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/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 [all...] |
Android.mk | 23 vertex.cpp.arm
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/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];
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/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
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/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; [all...] |
/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);
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/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 [all...] |
/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 [all...] |
/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
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/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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