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Lines Matching refs:y2

104     float y2 = 0.0f;
114 y2 = y1 + floorf(segment * stretchY + 0.5f);
116 y2 = y1 + segment * rescaleY;
119 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
124 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
128 y1 = y2;
135 y2 = height;
136 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
148 float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
172 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
183 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
187 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
195 y2 = std::max(y2, 0.0f);
198 if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) {
202 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
209 quads.emplace_back(x1, y1, x2, y2);
216 TextureVertex::set(vertex++, x1, y2, u1, v2);
217 TextureVertex::set(vertex++, x2, y2, u2, v2);
225 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);