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  /cts/tests/openglperf2/jni/graphics/
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() {};
Mesh.cpp 14 #include "Mesh.h"
16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
MeshNode.cpp 16 MeshNode::MeshNode(const Mesh* mesh) :
17 mMesh(mesh) {
MeshNode.h 18 #include "Mesh.h"
24 explicit MeshNode(const Mesh* mesh);
29 const Mesh* mMesh;
PerspectiveMeshNode.h 19 #include "Mesh.h"
25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
TexturedMeshNode.h 19 #include "Mesh.h"
25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
GLUtils.h 23 #include "Mesh.h"
32 // Loads a mesh from assets/mesh/<name>
33 static Mesh* loadMesh(const char* name);
TexturedMeshNode.cpp 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) :
18 MeshNode(mesh), mTextureId(textureId) {
  /frameworks/native/services/surfaceflinger/RenderEngine/
Mesh.cpp 17 #include "Mesh.h"
23 Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize)
40 ALOGE("Overflow in Mesh(..., %zu, %zu, %zu)", vertexCount, vertexSize,
55 Mesh::~Mesh() {
59 Mesh::Primitive Mesh::getPrimitive() const {
64 float const* Mesh::getPositions() const {
67 float* Mesh::getPositions()
    [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...]
  /frameworks/rs/driver/
rsdMesh.h 24 const android::renderscript::Mesh *m);
26 const android::renderscript::Mesh *m,
29 const android::renderscript::Mesh *m);
rsdMeshObj.h 25 class Mesh;
37 const android::renderscript::Mesh *);
46 const android::renderscript::Mesh *mRSMesh;
rsdMesh.cpp 28 using android::renderscript::Mesh;
30 bool rsdMeshInit(const Context *rsc, const Mesh *m) {
41 void rsdMeshDraw(const Context *rsc, const Mesh *m, uint32_t primIndex, uint32_t start, uint32_t len) {
53 void rsdMeshDestroy(const Context *rsc, const Mesh *m) {
  /frameworks/rs/
rsApiMesh.cpp 20 using android::renderscript::Mesh;
23 Mesh *sm = static_cast<Mesh *>(mv);
28 Mesh *sm = static_cast<Mesh *>(mv);
33 Mesh *sm = static_cast<Mesh *>(mv);
43 Mesh *sm = static_cast<Mesh *>(mv);
rsMesh.h 36 class Mesh : public ObjectBase {
58 explicit Mesh(Context *);
59 Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount);
60 ~Mesh();
64 static Mesh *createFromStream(Context *rsc, IStream *stream);
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...]
  /cts/tests/openglperf2/jni/primitive/fullpipeline/
FullPipelineRenderer.h 19 #include <graphics/Mesh.h>
36 Mesh* mMesh;
  /cts/tests/openglperf2/jni/reference/scene/flocking/
WaterMeshNode.h 19 #include <graphics/Mesh.h>
25 WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2);
  /cts/tests/openglperf2/jni/reference/scene/glowing/
BlurMeshNode.h 19 #include <graphics/Mesh.h>
25 BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2, float width, float height);
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
OGLES2ChameleonMan.cpp 338 @Description Loads the mesh data required for this training course into
360 SPODMesh& Mesh = m_Scene.pMesh[i];
361 unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride;
364 glBufferData(GL_ARRAY_BUFFER, uiSize, Mesh.pInterleaved, GL_STATIC_DRAW);
369 if (Mesh.sFaces.pData)
372 uiSize = PVRTModelPODCountIndices(Mesh) * sizeof(GLshort);
374 glBufferData(GL_ELEMENT_ARRAY_BUFFER, uiSize, Mesh.sFaces.pData, GL_STATIC_DRAW);
689 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];
691 // bind the VBO for the mesh
    [all...]
  /cts/tests/openglperf2/jni/reference/
ReferenceRenderer.h 19 #include <graphics/Mesh.h>
  /cts/tests/openglperf2/jni/reference/scene/
Scene.h 18 #include <graphics/Mesh.h>
43 std::vector<Mesh*> mMeshes;
  /external/vulkan-validation-layers/demos/smoke/
Meshes.cpp 28 class Mesh {
165 BuildPyramid(Mesh &mesh)
185 mesh.build(vertices, faces);
191 BuildIcosphere(Mesh &mesh) : mesh_(mesh), radius_(1.0f)
259 std::vector<Mesh::Face> faces;
277 faces.emplace_back(Mesh::Face{ v0, v01, v20 });
278 faces.emplace_back(Mesh::Face{ v1, v12, v01 })
    [all...]
  /frameworks/native/services/surfaceflinger/
LayerDim.cpp 51 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2);
52 computeGeometry(hw, mesh, useIdentityTransform);
55 engine.drawMesh(mesh);
  /external/skia/src/gpu/ops/
GrDrawVerticesOp.h 74 struct Mesh {
115 SkSTArray<1, Mesh, true> fMeshes;

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