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  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
GradientStopsActivity.java 45 int[] colors = new int[] { 0xffff0000, 0xff0000ff }; local
48 colors, positions, Shader.TileMode.CLAMP);
55 colors = new int[] { 0xffff0000, 0xff0000ff, 0xff00ff00 };
58 colors, positions, Shader.TileMode.CLAMP);
65 colors = new int[] { 0xffff0000, 0xff0000ff, 0xff00ff00 };
68 colors, positions, Shader.TileMode.CLAMP);
75 colors = new int[] { 0xff000000, 0xffffffff };
77 colors, null, Shader.TileMode.CLAMP);
85 colors, null, Shader.TileMode.REPEAT);
93 colors, null, Shader.TileMode.MIRROR)
    [all...]
  /cts/apps/CtsVerifier/src/com/android/cts/verifier/projection/cube/
Cube.java 44 int colors[] = { local
78 ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
81 mColorBuffer.put(colors);
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
Cube.java 44 int colors[] = { local
78 ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
81 mColorBuffer.put(colors);
  /external/mesa3d/src/gallium/drivers/i915/
i915_state_derived.c 62 boolean texCoords[I915_TEX_UNITS], colors[2], fog, needW, face; local
67 colors[0] = colors[1] = fog = needW = face = FALSE;
83 colors[fs->info.input_semantic_index[i]] = TRUE;
124 if (colors[0]) {
131 if (colors[1]) {
  /external/skia/bench/
ColorCubeBench.cpp 55 static const SkColor colors[] = { SK_ColorYELLOW, SK_ColorBLUE }; local
57 pts, colors, NULL, 2, SkShader::kRepeat_TileMode, 0, &SkMatrix::I());
ChartBench.cpp 127 SkColor colors[kNumGraphs]; variable
129 colors[i] = colorRand.nextU() | 0xff000000;
162 fillPaint.setColor((colors[i] & 0x00ffffff) | 0x80000000);
165 plotPaint.setColor(colors[i]);
ImageFilterCollapse.cpp 65 SkColor colors[] = { local
70 pts, colors, NULL, SK_ARRAY_COUNT(colors), SkShader::kClamp_TileMode
PMFloatBench.cpp 44 SkPMColor colors[4]; variable
48 colors[i] = SkPreMultiplyColor(lcg_rand(&seed));
51 // But it's a lot faster not to, and this code won't really mind the non-PM colors.
53 colors[0] = seed + 0;
54 colors[1] = seed + 1;
55 colors[2] = seed + 2;
56 colors[3] = seed + 3;
61 SkPMFloat::From4PMColors(colors, &fa, &fb, &fc, &fd);
63 fa = SkPMFloat::FromPMColor(colors[0]);
64 fb = SkPMFloat::FromPMColor(colors[1])
    [all...]
PatchBench.cpp 18 * (passing texture coordinates and colors, only textures coordinates, only colors or none).
58 const SkColor colors[SkPatchUtils::kNumCorners] = { local
61 memcpy(fColors, colors, SkPatchUtils::kNumCorners * sizeof(SkColor));
73 const SkColor colors[] = { local
79 return SkGradientShader::CreateLinear(pts, colors, NULL,
80 SK_ARRAY_COUNT(colors),
92 vertexMode.set("colors");
  /external/skia/gm/
filltypespersp.cpp 55 SkColor colors[] = {SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN}; local
59 colors,
61 SK_ARRAY_COUNT(colors),
83 SkColor colors[] = {SK_ColorBLACK, SK_ColorCYAN, variable
89 colors,
91 SK_ARRAY_COUNT(colors),
glyph_pos_align.cpp 37 const SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE }; variable
39 SkAutoTUnref<SkShader> grad(SkGradientShader::CreateLinear(pts, colors, NULL,
40 SK_ARRAY_COUNT(colors),
patchgrid.cpp 57 * This GM draws a grid of patches, it only uses colors so it could be considered a mesh gradient.
134 SkColor colors[4]; variable
135 colors[0] = cornerColors[i][j];
136 colors[1] = cornerColors[i][j + 1];
137 colors[3] = cornerColors[i + 1][j];
138 colors[2] = cornerColors[i + 1][j + 1];
140 grid.setPatch(j, i, points, colors, NULL);
shaderbounds.cpp 15 SkColor colors[2] = {SK_ColorRED, SK_ColorGREEN}; local
18 colors[0] = SK_ColorBLUE;
19 colors[1] = SK_ColorYELLOW;
21 return SkGradientShader::CreateLinear(pts, colors, NULL, 2,
verylargebitmap.cpp 13 static void make_bm(SkBitmap* bm, int width, int height, SkColor colors[2]) {
18 SkShader* shader = SkGradientShader::CreateRadial(center, radius, colors, NULL, 2,
27 static void show_bm(SkCanvas* canvas, int width, int height, SkColor colors[2]) {
29 make_bm(&bm, width, height, colors);
77 SkColor colors[2]; variable
80 colors[0] = SK_ColorRED;
81 colors[1] = SK_ColorGREEN;
82 show_bm(canvas, small, small, colors);
85 colors[0] = SK_ColorBLUE;
86 colors[1] = SK_ColorMAGENTA
    [all...]
bitmapfilters.cpp 14 const SkColor colors[4] = { local
19 for (size_t i = 0; i < SK_ARRAY_COUNT(colors); ++i) {
20 colorsPM[i] = SkPreMultiplyColor(colors[i]);
blurroundrect.cpp 105 const SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, }; local
117 colors, pos, SK_ARRAY_COUNT(colors), tm,
circles.cpp 68 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; local
72 colors,
74 SK_ARRAY_COUNT(colors),
  /external/skia/samplecode/
SampleEffects.cpp 41 SkColor colors[] = { SK_ColorRED, COLOR, SK_ColorBLUE }; local
43 paint->setShader(SkGradientShader::CreateLinear(pts, colors, NULL, SK_ARRAY_COUNT(colors),
SampleFilter.cpp 26 const SkPMColor colors[] = { local
30 SkColorTable* ctable = new SkColorTable(colors, 4);
SampleShaders.cpp 29 SkColor colors[2]; local
33 colors[0] = SK_ColorBLACK;
34 colors[1] = SkColorSetARGB(0, 0, 0, 0);
35 SkShader* shaderA = SkGradientShader::CreateLinear(pts, colors, NULL, 2, SkShader::kClamp_TileMode);
59 SkColor colors[2]; local
63 colors[0] = SK_ColorRED;
64 colors[1] = SK_ColorBLUE;
65 SkShader* shaderA = SkGradientShader::CreateLinear(pts, colors, NULL, 2, SkShader::kClamp_TileMode);
69 colors[0] = SK_ColorBLACK;
70 colors[1] = SkColorSetARGB(0x80, 0, 0, 0)
    [all...]
  /external/skia/src/images/
SkImageEncoder_argb.cpp 101 const SkPMColor* colors = bitmap.getColorTable() ? bitmap.getColorTable()->readColors() : NULL; local
107 scanline_import(src + y * bitmap.rowBytes(), argb, bitmap.width(), colors);
  /external/skia/src/utils/
SkPatchGrid.cpp 32 bool SkPatchGrid::setPatch(int x, int y, const SkPoint cubics[12], const SkColor colors[4],
40 // setup corners and colors
61 // set optional values (colors and texture coordinates)
62 if ((fModeFlags & kColors_VertexType) && colors) {
63 fCornerColors[cornerPos] = colors[0];
64 fCornerColors[cornerPos + 1] = colors[1];
65 fCornerColors[cornerPos + (fCols + 1)] = colors[3];
66 fCornerColors[cornerPos + (fCols + 1) + 1] = colors[2];
79 bool SkPatchGrid::getPatch(int x, int y, SkPoint cubics[12], SkColor colors[4],
86 // set the patch by building the array of points and colors with the corresponding values
174 SkColor colors[4]; local
    [all...]
  /frameworks/base/tests/AccessoryDisplay/source/src/com/android/accessorydisplay/source/presentation/
Cube.java 44 int colors[] = { local
78 ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
81 mColorBuffer.put(colors);
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticlePointMesh.java 76 // set colors
120 ByteBuffer colors = (ByteBuffer) cvb.getData(); local
132 colors.rewind();
143 colors.putInt(p.color.asIntABGR());
156 colors.flip();
162 cvb.updateData(colors);
  /external/fonttools/Lib/fontTools/pens/
reportLabPen.py 45 from reportlab.lib import colors namespace
56 pen = ReportLabPen(gs, Path(fillColor=colors.red, strokeWidth=5))

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