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    Searched refs:glTarget (Results 1 - 3 of 3) sorted by null

  /frameworks/base/libs/rs/driver/
rsdAllocation.cpp 82 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID);
95 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID);
129 RSD_CALL_GL(glGenerateMipmap, drv->glTarget);
202 RSD_CALL_GL(glBindBuffer, drv->glTarget, drv->bufferID);
203 RSD_CALL_GL(glBufferData, drv->glTarget, alloc->mHal.state.type->getSizeBytes(),
205 RSD_CALL_GL(glBindBuffer, drv->glTarget, 0);
221 drv->glTarget = GL_NONE;
224 drv->glTarget = GL_TEXTURE_CUBE_MAP;
226 drv->glTarget = GL_TEXTURE_2D;
230 drv->glTarget = GL_ARRAY_BUFFER
    [all...]
rsdShader.cpp 348 const GLenum target = drvTex->glTarget;
424 if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
428 RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
434 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
435 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
436 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
437 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
rsdAllocation.h 43 GLenum glTarget;

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