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  /external/webkit/Source/WebCore/dom/
ClientRectList.cpp 39 ClientRectList::ClientRectList(const Vector<FloatQuad>& quads)
41 m_list.reserveInitialCapacity(quads.size());
42 for (size_t i = 0; i < quads.size(); ++i)
43 m_list.append(ClientRect::create(quads[i].enclosingBoundingBox()));
ClientRectList.h 42 static PassRefPtr<ClientRectList> create(const Vector<FloatQuad>& quads) { return adoptRef(new ClientRectList(quads)); }
Element.cpp 512 Vector<FloatQuad> quads;
519 quads.append(renderer()->localToAbsoluteQuad(localRect));
525 renderBoxModelObject()->absoluteQuads(quads);
528 if (quads.isEmpty())
531 IntRect result = quads[0].enclosingBoundingBox();
532 for (size_t i = 1; i < quads.size(); ++i)
533 result.unite(quads[i].enclosingBoundingBox());
550 Vector<FloatQuad> quads;
551 renderBoxModelObject->absoluteQuads(quads);
561 for (size_t i = 0; i < quads.size(); ++i)
576 Vector<FloatQuad> quads; local
    [all...]
Range.cpp 1904 Vector<FloatQuad> quads; local
1984 Vector<FloatQuad> quads; local
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  /external/opencv/cv/src/
cvcalibinit.cpp 44 uses a graph of connected quads. It is based on the code contributed
128 static int icvGenerateQuads( CvCBQuad **quads, CvCBCorner **corners,
135 static void icvFindQuadNeighbors( CvCBQuad *quads, int quad_count );
137 static int icvFindConnectedQuads( CvCBQuad *quads, int quad_count,
145 CvCBQuad **quads, CvSize pattern_size );
147 static int icvOrderFoundConnectedQuads( int quad_count, CvCBQuad **quads,
153 static int icvTrimCol(CvCBQuad **quads, int count, int col, int dir);
155 static int icvTrimRow(CvCBQuad **quads, int count, int row, int dir);
157 static int icvAddOuterQuad(CvCBQuad *quad, CvCBQuad **quads, int quad_count,
160 static void icvRemoveQuadFromGroup(CvCBQuad **quads, int count, CvCBQuad *q0)
217 CvCBQuad *quads = 0, **quad_group = 0; local
    [all...]
  /external/webkit/Source/WebCore/rendering/svg/
RenderSVGModelObject.cpp 79 void RenderSVGModelObject::absoluteQuads(Vector<FloatQuad>& quads)
81 quads.append(localToAbsoluteQuad(strokeBoundingBox()));
RenderSVGInline.cpp 85 void RenderSVGInline::absoluteQuads(Vector<FloatQuad>& quads)
93 quads.append(localToAbsoluteQuad(FloatRect(textBoundingBox.x() + box->x(), textBoundingBox.y() + box->y(), box->logicalWidth(), box->logicalHeight())));
RenderSVGText.cpp 227 void RenderSVGText::absoluteQuads(Vector<FloatQuad>& quads)
229 quads.append(localToAbsoluteQuad(strokeBoundingBox()));
  /external/jmonkeyengine/engine/src/core/com/jme3/font/
BitmapTextPage.java 121 void assemble(Letters quads) {
123 quads.rewind();
125 while (quads.nextCharacter()) {
126 if (quads.isPrintable()) {
127 if (quads.getCharacterSetPage() == page) {
128 pageQuads.add(quads.getQuad());
  /frameworks/native/opengl/tests/tritex/
tritex.cpp 31 void render(int quads);
228 void render(int quads)
249 GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices));
250 for (i=0 ; i<quads ; i++)
267 printf("loop %d / 10 (%d quads / loop)\n", j, quads);
271 glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
  /external/skia/src/gpu/
GrAAHairLinePathRenderer.cpp 139 // we subdivide the quads to avoid huge overfill
191 * Generates the lines and quads to be rendered. Lines are always recorded in
194 * Quads are recorded in device space unless m contains
196 * subdivide large quads to reduce over-fill. This subdivision has to be
203 PtArray* quads,
246 // when in perspective keep quads in src space
248 SkPoint* pts = quads->push_back_n(3);
301 SkPoint* pts = quads->push_back_n(3);
509 PREALLOC_PTARRAY(128) quads;
512 &lines, &quads, &qSubdivs)
613 int quads = 0; local
    [all...]
GrPathUtils.cpp 325 SkTArray<SkPoint, true>* quads,
336 SkPoint* degQuad = quads->push_back_n(3);
375 SkPoint* qpts = quads->push_back_n(6);
383 SkPoint* qpts = quads->push_back_n(3);
438 SkPoint* pts = quads->push_back_n(3);
451 quads,
457 quads,
466 SkTArray<SkPoint, true>* quads) {
476 convert_noninflect_cubic_to_quads(cubic, tolSqd, constrainWithinTangents, dir, quads);
GrPathUtils.h 102 // Converts a cubic into a sequence of quads. If working in device space
104 // result is sets of 3 points in quads (TODO: share endpoints in returned
118 SkTArray<SkPoint, true>* quads);
GrAAConvexPathRenderer.cpp 268 // unlike quads and lines, the pts[0] will also be read (in
270 SkSTArray<15, SkPoint, true> quads; local
271 GrPathUtils::convertCubicToQuads(pts, SK_Scalar1, true, dir, &quads);
272 int count = quads.count();
276 segments->back().fPts[0] = quads[q + 1];
277 segments->back().fPts[1] = quads[q + 2];
  /external/webkit/Source/WebKit/android/jni/
AndroidHitTestResult.cpp 143 Vector<FloatQuad> quads; local
145 renderer->absoluteFocusRingQuads(quads);
146 if (!quads.size())
147 renderer->absoluteQuads(quads); // No fancy rings, grab a bounding box
148 for (size_t i = 0; i < quads.size(); i++) {
149 IntRect boundingBox = quads[i].enclosingBoundingBox();
  /frameworks/base/libs/hwui/
Patch.h 61 Vector<Rect> quads; member in struct:android::uirenderer::Patch
Patch.cpp 110 if (hasEmptyQuads) quads.clear();
113 // vertices we actually need when generating the quads
277 // Skip degenerate and transparent (empty) quads
287 // Record all non empty quads
290 quads.add(bounds);
  /dalvik/tests/044-proxy/src/
BasicTest.java 45 Quads quads = (Quads) proxy; local
46 quads.rectangle(15, 25);
47 quads.trapezoid(6, 81.18, 4);
89 new Class[] { Quads.class, Colors.class });
127 interface Quads extends Shapes {
160 class Mix implements Quads, Colors {
  /external/webkit/Source/WebCore/rendering/
RenderInline.cpp 552 void RenderInline::absoluteQuads(Vector<FloatQuad>& quads)
555 culledInlineAbsoluteQuads(this, quads);
559 quads.append(localToAbsoluteQuad(localRect));
562 quads.append(localToAbsoluteQuad(FloatRect()));
565 continuation()->absoluteQuads(quads);
568 void RenderInline::culledInlineAbsoluteQuads(const RenderInline* container, Vector<FloatQuad>& quads)
571 quads.append(localToAbsoluteQuad(FloatRect()));
593 quads.append(localToAbsoluteQuad(result));
599 currInline->culledInlineAbsoluteQuads(container, quads);
616 quads.append(localToAbsoluteQuad(result))
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RenderText.cpp 382 void RenderText::absoluteQuads(Vector<FloatQuad>& quads, ClippingOption option)
395 quads.append(localToAbsoluteQuad(FloatRect(boundaries)));
399 void RenderText::absoluteQuads(Vector<FloatQuad>& quads)
401 absoluteQuads(quads, NoClipping);
404 void RenderText::absoluteQuadsForRange(Vector<FloatQuad>& quads, unsigned start, unsigned end, bool useSelectionHeight)
430 quads.append(localToAbsoluteQuad(FloatRect(r)));
445 quads.append(localToAbsoluteQuad(FloatRect(r)));
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  /external/skia/legacy/src/core/
SkShader.cpp 133 int quads = kTempColorQuadCount; local
144 } while (--quads != 0);
  /external/skia/src/core/
SkShader.cpp 108 int quads = kTempColorQuadCount; local
119 } while (--quads != 0);
  /external/webkit/Source/WebKit2/WebProcess/WebPage/mac/
WebPageMac.mm 516 Vector<FloatQuad> quads;
517 range->textQuads(quads);
518 if (quads.isEmpty())
521 IntRect rangeRect = frame->view()->contentsToWindow(quads[0].enclosingBoundingBox());
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/
TerrainQuad.java 662 * children are either quads or patches. This is dependent on the size of the
664 * size, then patches are created, otherwise, quads are created.
690 * <code>createQuad</code> generates four new quads from this quad.
695 // create 4 terrain quads
    [all...]
  /frameworks/native/opengl/tests/gl_basic/
gl_basic.cpp 339 int quads = 1;

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