/frameworks/rs/driver/runtime/ |
rs_mesh.c | 8 * Mesh 12 Mesh_t *mesh = (Mesh_t *)m.p; local 13 if (mesh == NULL) { 16 return mesh->mHal.state.vertexBuffersCount; 21 Mesh_t *mesh = (Mesh_t *)m.p; local 22 if (mesh == NULL) { 25 return mesh->mHal.state.primitivesCount; 30 Mesh_t *mesh = (Mesh_t *)m.p; local 31 if (mesh == NULL || index >= mesh->mHal.state.vertexBuffersCount) 41 Mesh_t *mesh = (Mesh_t *)m.p; local 52 Mesh_t *mesh = (Mesh_t *)m.p; local [all...] |
/frameworks/native/services/surfaceflinger/RenderEngine/ |
Mesh.cpp | 17 #include "Mesh.h" 21 Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize) 29 Mesh::~Mesh() { 33 Mesh::Primitive Mesh::getPrimitive() const { 38 float const* Mesh::getPositions() const { 41 float* Mesh::getPositions() { 45 float const* Mesh::getTexCoords() const [all...] |
Mesh.h | 24 class Mesh { 32 Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0); 33 ~Mesh(); 40 friend class Mesh; 67 // number of vertices in this mesh 83 Mesh(const Mesh&); 84 Mesh& operator = (const Mesh&); 85 Mesh const& operator = (const Mesh&) const [all...] |
/cts/suite/cts/deviceTests/opengl/jni/graphics/ |
MeshNode.cpp | 16 MeshNode::MeshNode(const Mesh* mesh) : 17 mMesh(mesh) {
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Mesh.cpp | 14 #include "Mesh.h" 16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
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Mesh.h | 20 // This allows a mesh to appear multiple times in a SceneGraph without duplication. 21 class Mesh { 23 Mesh(const float* vertices, const float* normals, const float* texCoords, 25 virtual ~Mesh() {};
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MeshNode.h | 18 #include "Mesh.h" 24 MeshNode(const Mesh* mesh); 29 const Mesh* mMesh;
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GLUtils.h | 23 #include "Mesh.h" 32 // Loads a mesh from assets/mesh/<name> 33 static Mesh* loadMesh(const char* name);
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PerspectiveMeshNode.h | 19 #include "Mesh.h" 25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
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TexturedMeshNode.cpp | 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) : 18 MeshNode(mesh), mTextureId(textureId) {
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TexturedMeshNode.h | 19 #include "Mesh.h" 25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
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/frameworks/rs/scriptc/ |
rs_mesh.rsh | 18 * \brief Mesh routines 30 * Returns the number of allocations in the mesh that contain 33 * @param m mesh to get data from 34 * @return number of allocations in the mesh that contain vertex 44 * @param m mesh to get data from 45 * @return number of primitive groups in the mesh. This would 53 * Returns an allocation that is part of the mesh and contains 56 * @param m mesh to get data from 67 * @param m mesh to get data from 75 * Returns the primitive describing how a part of the mesh i [all...] |
/prebuilts/ndk/9/platforms/android-19/arch-arm/usr/include/rs/scriptc/ |
rs_mesh.rsh | 18 * \brief Mesh routines 30 * Returns the number of allocations in the mesh that contain 33 * @param m mesh to get data from 34 * @return number of allocations in the mesh that contain vertex 44 * @param m mesh to get data from 45 * @return number of primitive groups in the mesh. This would 53 * Returns an allocation that is part of the mesh and contains 56 * @param m mesh to get data from 67 * @param m mesh to get data from 75 * Returns the primitive describing how a part of the mesh i [all...] |
/prebuilts/ndk/9/platforms/android-19/arch-mips/usr/include/rs/scriptc/ |
rs_mesh.rsh | 18 * \brief Mesh routines 30 * Returns the number of allocations in the mesh that contain 33 * @param m mesh to get data from 34 * @return number of allocations in the mesh that contain vertex 44 * @param m mesh to get data from 45 * @return number of primitive groups in the mesh. This would 53 * Returns an allocation that is part of the mesh and contains 56 * @param m mesh to get data from 67 * @param m mesh to get data from 75 * Returns the primitive describing how a part of the mesh i [all...] |
/prebuilts/ndk/9/platforms/android-19/arch-x86/usr/include/rs/scriptc/ |
rs_mesh.rsh | 18 * \brief Mesh routines 30 * Returns the number of allocations in the mesh that contain 33 * @param m mesh to get data from 34 * @return number of allocations in the mesh that contain vertex 44 * @param m mesh to get data from 45 * @return number of primitive groups in the mesh. This would 53 * Returns an allocation that is part of the mesh and contains 56 * @param m mesh to get data from 67 * @param m mesh to get data from 75 * Returns the primitive describing how a part of the mesh i [all...] |
/prebuilts/sdk/renderscript/include/ |
rs_mesh.rsh | 18 * \brief Mesh routines 30 * Returns the number of allocations in the mesh that contain 33 * @param m mesh to get data from 34 * @return number of allocations in the mesh that contain vertex 44 * @param m mesh to get data from 45 * @return number of primitive groups in the mesh. This would 53 * Returns an allocation that is part of the mesh and contains 56 * @param m mesh to get data from 67 * @param m mesh to get data from 75 * Returns the primitive describing how a part of the mesh i [all...] |
/frameworks/rs/ |
rsMesh.cpp | 24 Mesh::Mesh(Context *rsc) : ObjectBase(rsc) { 38 Mesh::Mesh(Context *rsc, 62 Mesh::~Mesh() { 64 mRSC->mHal.funcs.mesh.destroy(mRSC, this); 75 void Mesh::init() { 77 mRSC->mHal.funcs.mesh.init(mRSC, this); 81 void Mesh::serialize(Context *rsc, OStream *stream) const 147 Mesh *mesh = new Mesh(rsc, vertexBuffersCount, primitivesCount); local [all...] |
/prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/ |
d3dx9shape.h | 30 float depth, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 32 float length, UINT slices, UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 34 UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 36 struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 38 float extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics); 40 FLOAT extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics);
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/frameworks/base/docs/html/sdk/api_diff/16/changes/ |
android.renderscript.Mesh.Builder.html | 10 android.renderscript.Mesh.Builder 74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.Builder.html" target="_top"><font size="+2"><code>Mesh.Builder</code></font></A> 86 <A NAME="android.renderscript.Mesh.Builder.ctor_changed(android.renderscript.RenderScript, int)"></A> 87 <nobr><A HREF="../../../../reference/android/renderscript/Mesh.Builder.html#Mesh.Builder(android.renderscript.RenderScript, int)" target="_top"><code>Mesh.Builder</code></A>(<code>RenderScript,</nobr> int<nobr><nobr></code>) </nobr> 105 <A NAME="android.renderscript.Mesh.Builder.create_changed()"></A> 106 <nobr><code>Mesh</code> <A HREF="../../../../reference/android/renderscript/Mesh.Builder.html#create()" target="_top"><code>create</code></A>() </nobr [all...] |
android.renderscript.Mesh.AllocationBuilder.html | 10 android.renderscript.Mesh.AllocationBuilder 74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html" target="_top"><font size="+2"><code>Mesh.AllocationBuilder</code></font></A> 86 <A NAME="android.renderscript.Mesh.AllocationBuilder.ctor_changed(android.renderscript.RenderScript)"></A> 87 <nobr><A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#Mesh.AllocationBuilder(android.renderscript.RenderScript)" target="_top"><code>Mesh.AllocationBuilder</code></A>(<code>RenderScript</code>) </nobr> 105 <A NAME="android.renderscript.Mesh.AllocationBuilder.addIndexSetAllocation_changed(android.renderscript.Allocation, android.renderscript.Mesh.Primitive)"></A> 106 <nobr><code>AllocationBuilder</code> <A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#addIndexSetAllocation(android.renderscript.Allocation, android.renderscript (…) [all...] |
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
Renderable.java | 35 import android.renderscript.Mesh; 77 public void setMesh(Mesh mesh) { 78 mData.mesh = mesh; 80 mField.set_mesh(0, mData.mesh, true); 84 public void setMesh(String mesh, String indexName) { 85 mMeshName = mesh; 114 public void resolveMeshData(Mesh mesh) { [all...] |
/cts/suite/cts/deviceTests/opengl/ |
cob_exporter.py | 34 mesh = context.active_object 35 if mesh.type != 'MESH': 36 print("Active object is not a mesh") 38 if mesh.mode != 'OBJECT': 40 print("Writing "+mesh.name+" to "+self.filepath) 41 uvtex = mesh.data.uv_textures.active # points to active texture 47 for vertex_index, vertex_itself in enumerate(mesh.data.faces[uv_index].vertices): 49 vertex = mesh.data.vertices[vertex_itself]
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/frameworks/base/tests/RenderScriptTests/Fountain/src/com/example/android/rs/fountain/ |
FountainRS.java | 44 Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS); 46 smb.addIndexSetType(Mesh.Primitive.POINT); 47 Mesh sm = smb.create();
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/frameworks/base/tests/RenderScriptTests/Fountain_v11/src/com/android/fountain/ |
FountainRS.java | 44 Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS); 46 smb.addIndexSetType(Mesh.Primitive.POINT); 47 Mesh sm = smb.create();
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/cts/suite/cts/deviceTests/opengl/jni/reference/scene/flocking/ |
WaterMeshNode.h | 19 #include <graphics/Mesh.h> 25 WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2);
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