/external/chromium_org/cc/layers/ |
io_surface_layer_impl_unittest.cc | 29 gfx::Rect occluded; local 30 impl.AppendQuadsWithOcclusion(io_surface_layer_impl, occluded); 39 gfx::Rect occluded(io_surface_layer_impl->visible_content_rect()); 40 impl.AppendQuadsWithOcclusion(io_surface_layer_impl, occluded); 48 gfx::Rect occluded(200, 0, 800, 1000); 49 impl.AppendQuadsWithOcclusion(io_surface_layer_impl, occluded); 53 impl.quad_list(), occluded, &partially_occluded_count); 54 // The layer outputs one quad, which is partially occluded.
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render_surface_impl_unittest.cc | 32 gfx::Rect occluded; local 33 impl.AppendSurfaceQuadsWithOcclusion(render_surface_impl, occluded); 42 gfx::Rect occluded(owning_layer_impl->visible_content_rect()); 43 impl.AppendSurfaceQuadsWithOcclusion(render_surface_impl, occluded); 51 gfx::Rect occluded(200, 0, 800, 1000); 52 impl.AppendSurfaceQuadsWithOcclusion(render_surface_impl, occluded); 56 impl.quad_list(), occluded, &partially_occluded_count); 57 // The layer outputs one quad, which is partially occluded.
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surface_layer_impl_unittest.cc | 31 gfx::Rect occluded; local 32 impl.AppendQuadsWithOcclusion(surface_layer_impl, occluded); 41 gfx::Rect occluded(surface_layer_impl->visible_content_rect()); 42 impl.AppendQuadsWithOcclusion(surface_layer_impl, occluded); 50 gfx::Rect occluded(200, 0, 800, 1000); 51 impl.AppendQuadsWithOcclusion(surface_layer_impl, occluded); 55 impl.quad_list(), occluded, &partially_occluded_count); 56 // The layer outputs one quad, which is partially occluded.
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texture_layer_impl_unittest.cc | 44 gfx::Rect occluded; local 45 impl.AppendQuadsWithOcclusion(texture_layer_impl, occluded); 54 gfx::Rect occluded(texture_layer_impl->visible_content_rect()); 55 impl.AppendQuadsWithOcclusion(texture_layer_impl, occluded); 63 gfx::Rect occluded(200, 0, 800, 1000); 64 impl.AppendQuadsWithOcclusion(texture_layer_impl, occluded); 68 impl.quad_list(), occluded, &partially_occluded_count); 69 // The layer outputs one quad, which is partially occluded.
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solid_color_scrollbar_layer_impl_unittest.cc | 49 gfx::Rect occluded; local 50 impl.AppendQuadsWithOcclusion(scrollbar_layer_impl, occluded); 58 gfx::Rect occluded(scrollbar_layer_impl->visible_content_rect()); 59 impl.AppendQuadsWithOcclusion(scrollbar_layer_impl, occluded); 67 gfx::Rect occluded(0, 0, 5, 1000); 68 impl.AppendQuadsWithOcclusion(scrollbar_layer_impl, occluded); 72 impl.quad_list(), occluded, &partially_occluded_count); 73 // The layer outputs one quad, which is partially occluded.
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painted_scrollbar_layer_impl_unittest.cc | 57 gfx::Rect occluded; local 58 impl.AppendQuadsWithOcclusion(scrollbar_layer_impl, occluded); 62 impl.quad_list(), occluded, &partially_occluded_count); 69 gfx::Rect occluded(scrollbar_layer_impl->visible_content_rect()); 70 impl.AppendQuadsWithOcclusion(scrollbar_layer_impl, occluded); 78 gfx::Rect occluded(0, 0, 5, 1000); 79 impl.AppendQuadsWithOcclusion(scrollbar_layer_impl, occluded); 83 impl.quad_list(), occluded, &partially_occluded_count); 84 // The layer outputs two quads, which is partially occluded.
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video_layer_impl_unittest.cc | 46 gfx::Rect occluded; local 47 impl.AppendQuadsWithOcclusion(video_layer_impl, occluded); 56 gfx::Rect occluded(video_layer_impl->visible_content_rect()); 57 impl.AppendQuadsWithOcclusion(video_layer_impl, occluded); 65 gfx::Rect occluded(200, 0, 800, 1000); 66 impl.AppendQuadsWithOcclusion(video_layer_impl, occluded); 70 impl.quad_list(), occluded, &partially_occluded_count); 71 // The layer outputs one quad, which is partially occluded. 117 gfx::Rect occluded; local 118 impl.AppendQuadsWithOcclusion(video_layer_impl, occluded); 153 gfx::Rect occluded; local 189 gfx::Rect occluded; local 225 gfx::Rect occluded; local [all...] |
solid_color_layer_impl_unittest.cc | 200 gfx::Rect occluded; local 201 impl.AppendQuadsWithOcclusion(solid_color_layer_impl, occluded); 210 gfx::Rect occluded(solid_color_layer_impl->visible_content_rect()); 211 impl.AppendQuadsWithOcclusion(solid_color_layer_impl, occluded); 219 gfx::Rect occluded(200, 200, 256 * 3, 256 * 3); 220 impl.AppendQuadsWithOcclusion(solid_color_layer_impl, occluded); 224 impl.quad_list(), occluded, &partially_occluded_count); 225 // 4 quads are completely occluded, 8 are partially occluded.
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ui_resource_layer_impl_unittest.cc | 175 gfx::Rect occluded; local 176 impl.AppendQuadsWithOcclusion(ui_resource_layer_impl, occluded); 185 gfx::Rect occluded(ui_resource_layer_impl->visible_content_rect()); 186 impl.AppendQuadsWithOcclusion(ui_resource_layer_impl, occluded); 194 gfx::Rect occluded(200, 0, 800, 1000); 195 impl.AppendQuadsWithOcclusion(ui_resource_layer_impl, occluded); 199 impl.quad_list(), occluded, &partially_occluded_count); 200 // The layer outputs one quad, which is partially occluded.
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nine_patch_layer_impl_unittest.cc | 247 gfx::Rect occluded; local 248 impl.AppendQuadsWithOcclusion(nine_patch_layer_impl, occluded); 257 gfx::Rect occluded(nine_patch_layer_impl->visible_content_rect()); 258 impl.AppendQuadsWithOcclusion(nine_patch_layer_impl, occluded); 266 gfx::Rect occluded(0, 0, 500, 1000); 267 impl.AppendQuadsWithOcclusion(nine_patch_layer_impl, occluded); 271 impl.quad_list(), occluded, &partially_occluded_count); 272 // The layer outputs nine quads, three of which are partially occluded, and 273 // three fully occluded.
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tiled_layer_unittest.cc | 180 void LayerUpdate(FakeTiledLayer* layer, TestOcclusionTracker* occluded) { 182 layer->Update(queue_.get(), occluded); 319 TestOcclusionTracker occluded; local 320 occlusion_ = &occluded; 343 // ....but the area is occluded. 344 occluded.SetOcclusion(SimpleEnclosedRegion(gfx::Rect(0, 0, 50, 50))); 580 TestOcclusionTracker occluded; local 581 occlusion_ = &occluded; 585 // The tile size is 100x100, so this invalidates one occluded tile, culls it 587 occluded.SetOcclusion(SimpleEnclosedRegion(gfx::Rect(0, 0, 100, 100))) 1226 TestOcclusionTracker occluded; local 1275 TestOcclusionTracker occluded; local 1332 TestOcclusionTracker occluded; local 1369 TestOcclusionTracker occluded; local 1403 TestOcclusionTracker occluded; local [all...] |
tiled_layer_impl_unittest.cc | 351 gfx::Rect occluded; local 352 impl.AppendQuadsWithOcclusion(tiled_layer, occluded); 361 gfx::Rect occluded(tiled_layer->visible_content_rect()); 362 impl.AppendQuadsWithOcclusion(tiled_layer, occluded); 370 gfx::Rect occluded(150, 0, 200, 1000); 371 impl.AppendQuadsWithOcclusion(tiled_layer, occluded); 375 impl.quad_list(), occluded, &partially_occluded_count); 376 // The layer outputs one quad, which is partially occluded.
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tiled_layer.cc | 56 occluded = false; 74 bool occluded; member in class:cc::UpdatableTile 80 occluded(false), 367 DCHECK(!tile->occluded); 373 tile->occluded = true; 399 // If using occlusion and the visible region of the tile is occluded, 401 if (tile->occluded && !ignore_occlusions) 425 if (tile->occluded && !ignore_occlusions) 706 // immediately whether or not it is occluded, to avoid paint/upload 726 // Visible painting. First occlude visible tiles and paint the non-occluded [all...] |
delegated_renderer_layer_impl_unittest.cc | 1426 gfx::Rect occluded; local [all...] |
picture_layer_impl_unittest.cc | 2913 gfx::Rect occluded; local [all...] |
/external/chromium_org/cc/test/ |
mock_occlusion_tracker.h | 33 void set_occluded_target_rect(const gfx::Rect& occluded) { 35 occluded; 39 const gfx::Rect& occluded) { 42 .occlusion_from_inside_target = occluded;
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layer_test_common.cc | 72 const gfx::Rect& occluded, 74 // No quad should exist if it's fully occluded. 79 EXPECT_FALSE(occluded.Contains(target_visible_rect)); 82 // Quads that are fully occluded on one axis only should be shrunken. 92 bool fully_occluded_horizontal = target_rect.x() >= occluded.x() && 93 target_rect.right() <= occluded.right(); 94 bool fully_occluded_vertical = target_rect.y() >= occluded.y() && 95 target_rect.bottom() <= occluded.bottom(); 97 target_rect.Intersects(occluded) && 131 const gfx::Rect& occluded) { [all...] |
layer_test_common.h | 46 const gfx::Rect& occluded, 108 const gfx::Rect& occluded); 111 const gfx::Rect& occluded); 113 const gfx::Rect& occluded);
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/frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/ |
StatusBarKeyguardViewManager.java | 194 public void setOccluded(boolean occluded) { 195 if (occluded && !mOccluded && mShowing) { 209 mOccluded = occluded; 210 mStatusBarWindowManager.setKeyguardOccluded(occluded); 358 boolean occluded = mOccluded; 370 if ((!(showing && !occluded) || bouncerShowing) 373 if (!(showing && !occluded) || bouncerShowing) { 390 if ((showing && !occluded) != (mLastShowing && !mLastOccluded) || mFirstUpdate) { 391 updateMonitor.sendKeyguardVisibilityChanged(showing && !occluded); 399 mLastOccluded = occluded; [all...] |
StatusBarWindowManager.java | 183 public void setKeyguardOccluded(boolean occluded) { 184 mCurrentState.keyguardOccluded = occluded;
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/external/deqp/modules/gles3/performance/ |
es3pDepthTests.cpp | 523 virtual Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const = 0; 683 log << TestLog::Message << "Occluded geometry is red with shade dependent on depth (rgb == depth, 0, 0)" << TestLog::EndMessage; 693 log << TestLog::Section("Occluded", "Occluded"); 720 // Render occluder once, then repeatedly render occluded geometry. Sample with multiple repetition counts & establish time per call with linear regression 732 virtual Sample renderSample (const RenderData& occluder, const RenderData& occluded, int callcount) const; 795 Sample RenderCountCase::renderSample (const RenderData& occluder, const RenderData& occluded, int callcount) const 816 render(occluded, callcount); 897 Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const; 969 Sample RelativeChangeCase::renderSample (const RenderData& occluder, const RenderData& occluded, int workload) cons [all...] |
/frameworks/base/policy/src/com/android/internal/policy/impl/keyguard/ |
KeyguardServiceDelegate.java | 55 boolean occluded; field in class:KeyguardServiceDelegate.KeyguardState 185 mKeyguardState.occluded = isOccluded;
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/external/chromium_org/cc/trees/ |
occlusion_tracker.cc | 502 // A contributing surface doesn't get occluded by things inside its own 545 const SimpleEnclosedRegion& occluded = local 548 for (size_t i = 0; i < occluded.GetRegionComplexity(); ++i) 549 visible_region.Subtract(occluded.GetRect(i));
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layer_tree_host_impl.cc | 796 bool occluded = local 799 if (!occluded && it->WillDraw(draw_mode, resource_provider_.get())) { [all...] |