Home | History | Annotate | Download | only in hwui

Lines Matching refs:Vertex

1294         Vertex mesh[count * 6];
1295 Vertex* vertex = mesh;
1300 Vertex::set(vertex++, bounds->left, bounds->bottom);
1301 Vertex::set(vertex++, bounds->left, bounds->top);
1302 Vertex::set(vertex++, bounds->right, bounds->top);
1303 Vertex::set(vertex++, bounds->left, bounds->bottom);
1304 Vertex::set(vertex++, bounds->right, bounds->top);
1305 Vertex::set(vertex++, bounds->right, bounds->bottom);
2064 // to the vertex shader. The save/restore is a bit overkill.
2112 ColorTextureVertex* vertex = mesh;
2140 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2141 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2142 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2144 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2145 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2146 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2440 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2493 TextureVertex* vertex = &pointsData[0];
2512 setupDrawMesh(vertex);
2515 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2923 // apply the full transform matrix at draw time in the vertex shader.
3313 Vertex mesh[count * 6];
3314 Vertex* vertex = mesh;
3322 Vertex::set(vertex++, l, b);
3323 Vertex::set(vertex++, l, t);
3324 Vertex::set(vertex++, r, t);
3325 Vertex::set(vertex++, l, b);
3326 Vertex::set(vertex++, r, t);
3327 Vertex::set(vertex++, r, b);