/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...] |
PathRenderer.cpp | 36 #include "Vertex.h" 68 inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) { 69 Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]); 77 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset 78 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices 101 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) { 102 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size()); 118 void getStrokeVerticesFromPerimeter(const Vector<Vertex>& perimeter, float halfStrokeWidth [all...] |
PathRenderer.h | 22 #include "Vertex.h" 75 float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices); 86 Vector<Vertex> &outputVertices); 98 Vector<Vertex> &outputVertices);
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/external/clang/test/CodeGenCXX/ |
debug-info-template-array.cpp | 9 struct Vertex {}; 13 unique_ptr<Vertex<2>[]> v = unique_ptr<Vertex<2>[]>();
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/external/jmonkeyengine/engine/src/core-data/Common/Materials/ |
VertexColor.j3m | 1 Material Vertex Color Ext : Common/MatDefs/Misc/Unshaded.j3md {
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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...] |
LoopBlinnPathCache.h | 50 // Get the base pointer to the vertex information. There are two 51 // coordinates per vertex. This pointer is valid until the cache is 52 // cleared or another vertex is added. Returns 0 if there are no 62 // are three coordinates per vertex. This pointer is valid until the 63 // cache is cleared or another vertex is added. Returns 0 if 72 // Adds a vertex's information to the cache. The first two arguments 73 // are the x and y coordinates of the vertex on the plane; the last 75 // this vertex. 82 // vertex, which can be drawn as GL_TRIANGLES. Returns 0 if there 93 // Clears all of the stored vertex information in this cache [all...] |
LoopBlinnLocalTriangulator.cpp | 41 bool LoopBlinnLocalTriangulator::Triangle::contains(LoopBlinnLocalTriangulator::Vertex* v) 46 LoopBlinnLocalTriangulator::Vertex* LoopBlinnLocalTriangulator::Triangle::nextVertex(LoopBlinnLocalTriangulator::Vertex* current, bool traverseCounterClockwise) 61 int LoopBlinnLocalTriangulator::Triangle::indexForVertex(LoopBlinnLocalTriangulator::Vertex* vertex) 64 if (m_vertices[i] == vertex) 74 // start to the end vertex. 110 // being filled. We ignore the interior vertex unless it is also 111 // the ending vertex, and skip the edges shared between two 113 Vertex* v = &m_vertices[0] [all...] |
/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/llvm/test/Transforms/ArgumentPromotion/ |
callgraph-update.ll | 6 %struct.VERTEX = type { %struct.VEC2, %struct.VERTEX*, %struct.VERTEX* } 7 %struct.edge_rec = type { %struct.VERTEX*, %struct.edge_rec*, i32, i8* } 11 define i64 @build_delaunay(%struct.VERTEX* %tree, %struct.VERTEX* %extra) nounwind ssp {
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/ |
MeshContext.java | 18 /** Vertex list that is referenced by all the geometries. */
20 /** The vertex reference map. */
45 * This method returns the vertex list.
47 * @return the vertex list
54 * This method sets the vertex list.
57 * the vertex list
64 * This method returns the vertex reference map.
66 * @return the vertex reference map
73 * This method sets the vertex reference map.
76 * the vertex reference map [all...] |
/external/skia/src/core/ |
SkConcaveToTriangles.cpp | 26 // left-handed by looking at the top vertex, which is available in the 81 class Vertex; 85 // The Trapezoid (actually, up to two of them) is embedded into a Vertex, whose 94 const Vertex* left() const { return fLeft; } 95 const Vertex* right() const { return fRight; } 96 const Vertex* bottom() const { return fBottom; } 97 Vertex* left() { return fLeft; } 98 Vertex* right() { return fRight; } 99 Vertex* bottom() { return fBottom; } 100 void setLeft(Vertex *left) { fLeft = left; [all...] |
/frameworks/base/media/mca/filterfw/java/android/filterfw/core/ |
VertexFrame.java | 37 throw new IllegalArgumentException("Initializing vertex frame with zero size!"); 40 throw new RuntimeException("Could not allocate vertex frame!"); 58 throw new RuntimeException("Vertex frames do not support reading data!"); 65 throw new RuntimeException("Could not set int values for vertex frame!"); 71 throw new RuntimeException("Vertex frames do not support reading data!"); 78 throw new RuntimeException("Could not set int values for vertex frame!"); 84 throw new RuntimeException("Vertex frames do not support reading data!"); 92 throw new RuntimeException("Data size in setData does not match vertex frame size!"); 94 throw new RuntimeException("Could not set vertex frame data!"); 100 throw new RuntimeException("Vertex frames do not support reading data!") [all...] |
/sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/ |
GLStateType.java | 27 VERTEX_ARRAY_DATA("Vertex Array Data"), 28 GENERIC_VERTEX_ATTRIBUTES("Generic Vertex Attributes"), 29 GENERIC_VERTEX_ATTRIBUTE_DATA_COMPOSITE("Generic Vertex Attribute Data"), 35 VERTEX_ATTRIB_ARRAY("Vertex Attrib Array Properties"), 36 VERTEX_ATTRIB_ARRAY_COMPOSITE("Vertex Attrib Array #n Properties"), 37 VERTEX_ATTRIB_ARRAY_ENABLED("Vertex Attrib Array Enable"), 38 VERTEX_ATTRIB_ARRAY_SIZE("Vertex Attrib Array Size"), 39 VERTEX_ATTRIB_ARRAY_STRIDE("Vertex Attrib Array Stride"), 40 VERTEX_ATTRIB_ARRAY_TYPE("Vertex Attrib Array Type"), 41 VERTEX_ATTRIB_ARRAY_NORMALIZED("Vertex Attrib Array Normalized") [all...] |
/external/skia/src/gpu/ |
GrDrawTarget.h | 113 * blend modes it is safe to fold the coverage into constant or per-vertex 126 * color specified by setColor or per-vertex colors will give the right 132 * Given the current draw state, vertex layout, and hw support, will HW AA 177 * Flags that indicate the layout of vertex data. Vertices always contain 179 * of 2D texture * coordinates, per-vertex colors, and per-vertex coverage. 251 /* Each vertex specificies an edge. Distance to the edge is used to 273 * caller's client has already provided vertex data in a format 281 * that the draw target make room for some amount of vertex and/or index 282 * data. The target provides ptrs to hold the vertex and/or index data [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
VertexColor.j3md | 3 MaterialDef Vertex Color {
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PostShadow.vert | 17 // get the vertex in world space
20 // convert vertex to light viewProj space
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PostShadowPSSM.vert | 28 // get the vertex in world space
32 // populate the light view matrices array and convert vertex to light viewProj space
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/external/mesa3d/docs/ |
RELNOTES-5.1 | 65 Allows server-side vertex arrays, optimized host/card data transfers, etc. 72 Allows multiple vertex arrays to be drawn with one call, including arrays 104 Vertex/Fragment program debugger 108 interactive debugging of vertex and fragment programs. See the 111 The bulk of the vertex/fragment program debugger is implemented 120 As it is now, the demo lets you set breakpoings in vertex/fragment 165 The files related to vertex and fragment programming have changed. 174 arbvertparse.[ch] - ARB vertex program parsing 175 arbparse.[ch] - ARB vertex/fragment parsing 176 arbparse_syn.h - vertex/fragment program synta [all...] |
/external/opencv/cvaux/src/ |
enmin.cpp | 73 // struct Vertex is used for storing vertices of graph 75 struct Vertex 84 // srcVtx - coordinate of source vertex on the real image line 85 // destVtx - coordinate of destination vertex on the real image line 197 getSizeForGraph( Vertex ), 211 ( ( Vertex* )newVtxPtr ) -> coord = i; 216 ( ( Vertex* )newVtxPtr ) -> coord = -2; /* adding alpha vertex */ 219 ( ( Vertex* )newVtxPtr ) -> coord = -1; /* adding beta vertex */ [all...] |
/frameworks/rs/scriptc/ |
rs_mesh.rsh | 31 * vertex data 34 * @return number of allocations in the mesh that contain vertex 54 * vertex data, e.g. positions, normals, texcoords 57 * @param index index of the vertex allocation 58 * @return allocation containing vertex data
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/frameworks/support/renderscript/v8/rs_support/scriptc/ |
rs_mesh.rsh | 31 * vertex data 34 * @return number of allocations in the mesh that contain vertex 54 * vertex data, e.g. positions, normals, texcoords 57 * @param index index of the vertex allocation 58 * @return allocation containing vertex data
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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 [all...] |