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Lines Matching refs:OpenGLRenderer

18 #include "OpenGLRenderer.h"
69 OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
82 OpenGLRenderer::~OpenGLRenderer() {
87 void OpenGLRenderer::initProperties() {
98 void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha,
105 void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) {
113 void OpenGLRenderer::onViewportInitialized() {
118 void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight,
127 void OpenGLRenderer::startFrame() {
143 void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight,
160 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
174 void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
186 bool OpenGLRenderer::finish() {
215 void OpenGLRenderer::resumeAfterLayer() {
224 void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
266 void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
281 void OpenGLRenderer::eventMark(const char* name) const {
285 void OpenGLRenderer::startMark(const char* name) const {
289 void OpenGLRenderer::endMark() const {
293 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
297 void OpenGLRenderer::renderOverdraw() {
331 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
358 void OpenGLRenderer::updateLayers() {
384 void OpenGLRenderer::flushLayers() {
401 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
416 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
427 void OpenGLRenderer::flushLayerUpdates() {
436 void OpenGLRenderer::markLayersAsBuildLayers() {
446 void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
472 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
486 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
519 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
530 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
606 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
675 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
717 void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
784 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
799 void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) {
812 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) {
851 // use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
889 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
980 void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1006 void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1022 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1031 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1039 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1050 void OpenGLRenderer::clearLayerRegions() {
1102 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1157 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1179 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1194 void OpenGLRenderer::setScissorFromClip() {
1204 void OpenGLRenderer::ensureStencilBuffer() {
1213 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1239 void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
1280 void OpenGLRenderer::setStencilFromClip() {
1359 bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1384 void OpenGLRenderer::debugClip() {
1395 void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) {
1427 void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1460 void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1488 void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1511 void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
1601 void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) {
1630 void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
1662 void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1687 void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
1717 void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
1736 void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
1753 void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
1772 void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1788 void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
1801 void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1821 void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
1866 void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
1889 void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1921 void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
1960 void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const glyph_t* glyphs,
1995 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2002 bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2023 int OpenGLRenderer::getSaveCount() const {
2027 int OpenGLRenderer::save(int flags) {
2031 void OpenGLRenderer::restore() {
2035 void OpenGLRenderer::restoreToCount(int saveCount) {
2040 void OpenGLRenderer::translate(float dx, float dy, float dz) {
2044 void OpenGLRenderer::rotate(float degrees) {
2048 void OpenGLRenderer::scale(float sx, float sy) {
2052 void OpenGLRenderer::skew(float sx, float sy) {
2056 void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) {
2061 void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) {
2066 void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
2070 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
2074 bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
2078 bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
2082 void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
2086 void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
2091 void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
2095 void OpenGLRenderer::drawText(const glyph_t* glyphs, int bytesCount, int count, float x, float y,
2184 void OpenGLRenderer::drawTextOnPath(const glyph_t* glyphs, int bytesCount, int count,
2216 void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2235 void OpenGLRenderer::drawLayer(Layer* layer) {
2308 void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
2311 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
2318 Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
2326 void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
2343 void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
2351 void OpenGLRenderer::drawShadow(float casterAlpha,
2383 void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
2431 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2446 float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {