Searched refs:SkiaGpuPipeline (Results 1 – 11 of 11) sorted by relevance
30 SkiaGpuPipeline::SkiaGpuPipeline(RenderThread& thread) : SkiaPipeline(thread) {} in SkiaGpuPipeline() function in android::uirenderer::skiapipeline::SkiaGpuPipeline32 SkiaGpuPipeline::~SkiaGpuPipeline() { in ~SkiaGpuPipeline()36 void SkiaGpuPipeline::renderLayersImpl(const LayerUpdateQueue& layers, bool opaque) { in renderLayersImpl()72 bool SkiaGpuPipeline::createOrUpdateLayer(RenderNode* node, in createOrUpdateLayer()115 bool SkiaGpuPipeline::pinImages(std::vector<SkImage*>& mutableImages) { in pinImages()130 void SkiaGpuPipeline::unpinImages() { in unpinImages()137 void SkiaGpuPipeline::prepareToDraw(const RenderThread& thread, Bitmap* bitmap) { in prepareToDraw()153 sk_sp<SkSurface> SkiaGpuPipeline::getBufferSkSurface( in getBufferSkSurface()166 void SkiaGpuPipeline::dumpResourceCacheUsage() const { in dumpResourceCacheUsage()180 void SkiaGpuPipeline::setHardwareBuffer(AHardwareBuffer* buffer) { in setHardwareBuffer()
46 : SkiaGpuPipeline(thread) { in SkiaVulkanPipeline()
50 : SkiaGpuPipeline(thread), mEglManager(thread.eglManager()) { in SkiaOpenGLPipeline()
25 class SkiaGpuPipeline : public SkiaPipeline {27 SkiaGpuPipeline(renderthread::RenderThread& thread);28 virtual ~SkiaGpuPipeline();
33 class SkiaOpenGLPipeline : public SkiaGpuPipeline, public IGpuContextCallback {
33 class SkiaVulkanPipeline : public SkiaGpuPipeline, public IGpuContextCallback {
26 class SkiaOpenGLPipeline : public SkiaGpuPipeline {28 SkiaOpenGLPipeline(renderthread::RenderThread& thread) : SkiaGpuPipeline(thread) {} in SkiaOpenGLPipeline()
26 class SkiaVulkanPipeline : public SkiaGpuPipeline {28 SkiaVulkanPipeline(renderthread::RenderThread& thread) : SkiaGpuPipeline(thread) {} in SkiaVulkanPipeline()
26 class SkiaGpuPipeline : public SkiaPipeline {28 SkiaGpuPipeline(renderthread::RenderThread& thread) : SkiaPipeline(thread) {} in SkiaGpuPipeline() function29 ~SkiaGpuPipeline() {} in ~SkiaGpuPipeline()
628 "pipeline/skia/SkiaGpuPipeline.cpp",
118 skiapipeline::SkiaGpuPipeline::prepareToDraw(thread, bitmap); in prepareToDraw()