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Lines Matching full:fbo

51 // Off-screen preview FBO width (large enough to store the entire
52 // preview mosaic). FBO is frame buffer object.
54 // Off-screen preview FBO height (large enough to store the entire
67 // Shader to copy input SurfaceTexture into and RGBA FBO. The two shaders
80 // Shader to translate the flip-flop FBO - gBuffer[1-current] -> gBuffer[current]
82 // Shader to add warped current frame to the flip-flop FBO - gBuffer[current]
87 // Shader to warp and render the preview FBO to the screen
90 // Index of the gBuffer FBO gWarper1 is going to write into
121 // Whether the view that we will render preview FBO onto is in landscape or portrait
134 // preview FBO across the screen (viewfinder panning).
139 // preview mosaic in the preview FBO
547 // (Preview FBO)
549 // Scale the preview FBO's height to the height of view and
563 // (Preview FBO) | |
566 // Scale the preview FBO's height to the width of view and
569 // preview FBO by 90 degrees. In capture, UpdateWarpTransformation
570 // rotates the preview FBO.
700 // Bind to the input LR FBO and read the Low-Res data from there...
713 // Bind to the input HR FBO and read the high-res data from there...