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Lines Matching defs:OpenGLRenderer

17 #define LOG_TAG "OpenGLRenderer"
33 #include "OpenGLRenderer.h"
122 OpenGLRenderer::OpenGLRenderer():
137 OpenGLRenderer::~OpenGLRenderer() {
142 void OpenGLRenderer::initProperties() {
157 void OpenGLRenderer::setName(const char* name) {
165 const char* OpenGLRenderer::getName() const {
169 bool OpenGLRenderer::isDeferred() {
173 void OpenGLRenderer::setViewport(int width, int height) {
182 void OpenGLRenderer::initViewport(int width, int height) {
192 void OpenGLRenderer::setupFrameState(float left, float top,
206 status_t OpenGLRenderer::startFrame() {
229 status_t OpenGLRenderer::prepare(bool opaque) {
233 status_t OpenGLRenderer::prepareDirty(float left, float top,
252 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
266 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
278 void OpenGLRenderer::syncState() {
286 void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
297 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
304 void OpenGLRenderer::endTiling() {
308 void OpenGLRenderer::finish() {
322 ALOGD("GL error from OpenGLRenderer: 0x%x", status);
356 void OpenGLRenderer::interrupt() {
371 void OpenGLRenderer::resume() {
393 void OpenGLRenderer::resumeAfterLayer() {
403 void OpenGLRenderer::detachFunctor(Functor* functor) {
407 void OpenGLRenderer::attachFunctor(Functor* functor) {
411 status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
449 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
504 void OpenGLRenderer::eventMark(const char* name) const {
508 void OpenGLRenderer::startMark(const char* name) const {
512 void OpenGLRenderer::endMark() const {
516 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
530 void OpenGLRenderer::renderOverdraw() {
558 void OpenGLRenderer::countOverdraw() {
577 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
609 void OpenGLRenderer::updateLayers() {
638 void OpenGLRenderer::flushLayers() {
666 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
682 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
694 void OpenGLRenderer::clearLayerUpdates() {
706 void OpenGLRenderer::flushLayerUpdates() {
718 int OpenGLRenderer::getSaveCount() const {
722 int OpenGLRenderer::save(int flags) {
726 void OpenGLRenderer::restore() {
732 void OpenGLRenderer::restoreToCount(int saveCount) {
740 int OpenGLRenderer::saveSnapshot(int flags) {
745 bool OpenGLRenderer::restoreSnapshot() {
780 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
792 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
825 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
836 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
913 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
977 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
1026 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1091 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1130 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1186 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1278 void OpenGLRenderer::drawRegionRects(const Region& region) {
1304 void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1321 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1330 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1338 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1348 void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1363 void OpenGLRenderer::clearLayerRegions() {
1417 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1466 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1485 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1499 void OpenGLRenderer::translate(float dx, float dy) {
1503 void OpenGLRenderer::rotate(float degrees) {
1507 void OpenGLRenderer::scale(float sx, float sy) {
1511 void OpenGLRenderer::skew(float sx, float sy) {
1515 void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1523 bool OpenGLRenderer::hasRectToRectTransform() {
1527 void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1531 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1542 void OpenGLRenderer::setScissorFromClip() {
1552 void OpenGLRenderer::ensureStencilBuffer() {
1561 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1577 void OpenGLRenderer::setStencilFromClip() {
1619 const Rect& OpenGLRenderer::getClipBounds() {
1623 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1642 bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1656 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1668 void OpenGLRenderer::debugClip() {
1676 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1688 return OpenGLRenderer::clipPath(&path, op);
1691 bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1720 bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1728 Rect* OpenGLRenderer::getClipRect() {
1736 void OpenGLRenderer::setupDraw(bool clear) {
1766 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1771 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1777 void OpenGLRenderer::setupDrawWithExternalTexture() {
1781 void OpenGLRenderer::setupDrawNoTexture() {
1785 void OpenGLRenderer::setupDrawAA() {
1789 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1798 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1807 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1811 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1820 void OpenGLRenderer::setupDrawShader() {
1826 void OpenGLRenderer::setupDrawColorFilter() {
1832 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1840 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1849 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1859 void OpenGLRenderer::setupDrawProgram() {
1863 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1867 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1879 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1883 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1903 void OpenGLRenderer::setupDrawColorUniforms() {
1909 void OpenGLRenderer::setupDrawPureColorUniforms() {
1915 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1925 void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1932 void OpenGLRenderer::setupDrawColorFilterUniforms() {
1938 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1942 void OpenGLRenderer::setupDrawSimpleMesh() {
1948 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1954 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1960 void OpenGLRenderer::setupDrawTextureTransform() {
1964 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1969 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1985 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
2002 void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2020 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2030 status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2057 void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2063 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2098 status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2131 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2153 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2181 status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2202 status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2320 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2412 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2425 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2489 status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2510 status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2568 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2593 status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2612 status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2631 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2643 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2656 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2682 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2703 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2725 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2763 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2798 void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2839 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2844 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2903 mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2919 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
3006 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3040 status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3057 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3160 void OpenGLRenderer::resetShader() {
3164 void OpenGLRenderer::setupShader(SkiaShader* shader) {
3175 void OpenGLRenderer::resetColorFilter() {
3179 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3187 void OpenGLRenderer::resetShadow() {
3191 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3203 void OpenGLRenderer::resetPaintFilter() {
3211 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3217 SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3235 Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3243 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3275 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3320 status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3335 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3392 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3415 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3455 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3461 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3486 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3511 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3540 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3597 bool OpenGLRenderer::useProgram(Program* program) {
3607 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3615 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3624 float OpenGLRenderer::getLayerAlpha(Layer* layer) const {