/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i915/ |
i915_texstate.c | 139 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; 315 * used) when using cube map texture coordinates 331 * fragments). After checking, it seems that the texture layout is 389 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]); 390 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]); 391 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]); 392 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]); 393 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]); 394 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]); 410 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) [all...] |
/external/mesa3d/src/mesa/drivers/dri/i915/ |
i915_texstate.c | 139 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; 315 * used) when using cube map texture coordinates 331 * fragments). After checking, it seems that the texture layout is 389 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]); 390 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]); 391 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]); 392 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]); 393 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]); 394 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]); 410 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) [all...] |
/external/chromium_org/third_party/mesa/src/chromium_gensrc/mesa/program/ |
program_parse.tab.h | 118 TEXTURE = 336, 226 #define TEXTURE 336
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program_parse.tab.c | 303 TEXTURE = 336, 411 #define TEXTURE 336 [all...] |
/sdk/emulator/opengl/host/libs/Translator/include/GLcommon/ |
objectNameManager.h | 25 TEXTURE = 1,
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/sdk/emulator/opengl/host/libs/Translator/GLES_CM/ |
GLEScmImp.cpp | 181 if(!ctx->shareGroup()->isObject(TEXTURE,tex)) 187 ObjectDataPtr objData = ctx->shareGroup()->getObjectData(TEXTURE,tex); 190 ctx->shareGroup()->setObjectData(TEXTURE, tex, ObjectDataPtr(texData)); 227 GL_API GLboolean GL_APIENTRY glIsTexture( GLuint texture) { 230 if(texture == 0) // Special case 233 TextureData* tex = getTextureData(texture); 265 GL_API void GL_APIENTRY glActiveTexture( GLenum texture) { 267 SET_ERROR_IF(!GLEScmValidate::textureEnum(texture,ctx->getMaxTexUnits()),GL_INVALID_ENUM); 268 ctx->setActiveTexture(texture); 269 ctx->dispatcher().glActiveTexture(texture); [all...] |
/sdk/emulator/opengl/host/libs/Translator/GLcommon/ |
FramebufferData.cpp | 133 // color texture and attach it. 134 // This dummy color texture will is owned by the FramebufferObject, 183 unsigned int tex = ctx->shareGroup()->genGlobalName(TEXTURE);
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objectNameManager.cpp | 138 case TEXTURE:
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/sdk/emulator/opengl/host/libs/Translator/GLES_V2/ |
GLESv2Imp.cpp | 127 ObjectDataPtr objData = ctx->shareGroup()->getObjectData(TEXTURE,tex); 130 ctx->shareGroup()->setObjectData(TEXTURE, tex, ObjectDataPtr(texData)); 143 GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture){ 145 SET_ERROR_IF (!GLESv2Validate::textureEnum(texture,ctx->getMaxTexUnits()),GL_INVALID_ENUM); 146 ctx->setActiveTexture(texture); 147 ctx->dispatcher().glActiveTexture(texture); 244 GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture){ 248 //for handling default texture (0) 249 ObjectLocalName localTexName = TextureLocalName(target,texture); 253 globalTextureName = ctx->shareGroup()->getGlobalName(TEXTURE,localTexName) [all...] |
/frameworks/native/opengl/libagl/ |
context.h | 124 TT = 0x8000, // texture coords transformed 149 vec4_t texture[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::gl::vertex_t 200 array_t texture[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::gl::array_machine_t 349 EGLTextureObject* texture; member in struct:android::gl::texture_unit_t 485 TEXTURE = 0x08, 493 matrix_stack_t texture[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::gl::transform_state_t
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matrix.cpp | 71 c->transforms.texture[i].init(OGLES_TEXTURE_STACK_DEPTH); 93 c->transforms.texture[i].uninit(); 152 // Validate the texture stack 153 if (dirty & transform_state_t::TEXTURE) { 155 c->transforms.texture[i].validate(); 500 case GL_TEXTURE: dirty |= TEXTURE | MVP; break; 921 stack = &c->transforms.texture[c->textures.active];
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array.cpp | 27 #include "texture.h" 114 c->arrays.texture[i].size = 4; 115 c->arrays.texture[i].type = GL_FLOAT; 146 memcpy(v, c->current.texture[c->arrays.tmu].v, sizeof(vec4_t)); 437 case GL_TEXTURE_COORD_ARRAY: a = &c->arrays.texture[tmu]; break; [all...] |
/external/chromium_org/third_party/mesa/src/src/mesa/program/ |
program_lexer.l | 312 {dot}texture { return TEXTURE; } 317 texture { return_token_or_IDENTIFIER(require_ARB_fp, TEXTURE_UNIT); }
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program_parse.y | 184 %token TEXCOORD TEXENV TEXGEN TEXGEN_Q TEXGEN_R TEXGEN_S TEXGEN_T TEXTURE TRANSPOSE 439 /* If this texture unit was previously accessed and that access 440 * had a different texture target, generate an error. 442 * If this texture unit was previously accessed and that access 450 "multiple targets used on one texture image unit"); 498 /* If this texture unit was previously accessed and that access 499 * had a different texture target, generate an error. 501 * If this texture unit was previously accessed and that access 509 "multiple targets used on one texture image unit"); [all...] |
/external/mesa3d/src/mesa/program/ |
program_lexer.l | 312 {dot}texture { return TEXTURE; } 317 texture { return_token_or_IDENTIFIER(require_ARB_fp, TEXTURE_UNIT); }
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program_parse.y | 184 %token TEXCOORD TEXENV TEXGEN TEXGEN_Q TEXGEN_R TEXGEN_S TEXGEN_T TEXTURE TRANSPOSE 439 /* If this texture unit was previously accessed and that access 440 * had a different texture target, generate an error. 442 * If this texture unit was previously accessed and that access 450 "multiple targets used on one texture image unit"); 498 /* If this texture unit was previously accessed and that access 499 * had a different texture target, generate an error. 501 * If this texture unit was previously accessed and that access 509 "multiple targets used on one texture image unit"); [all...] |
/sdk/emulator/opengl/host/libs/Translator/EGL/ |
EglImp.cpp | [all...] |
/external/chromium_org/third_party/WebKit/Source/core/platform/graphics/ |
GraphicsContext3D.h | 264 TEXTURE = 0x1702, 454 // Helpers for texture uploading and pixel readback. 479 // reduce the amount of temporary allocations during texture 521 void activeTexture(GC3Denum texture); 782 // Helper function which extracts the user-supplied texture [all...] |
/external/chromium_org/third_party/WebKit/Source/core/html/canvas/ |
WebGLRenderingContext.idl | 318 const GLenum TEXTURE = 0x1702; 463 [StrictTypeChecking] void activeTexture(GLenum texture); 469 [StrictTypeChecking] void bindTexture(GLenum target, WebGLTexture texture); 511 [StrictTypeChecking] void deleteTexture(WebGLTexture texture); 527 [StrictTypeChecking] void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture texture, GLint level); 580 [StrictTypeChecking] GLboolean isTexture(WebGLTexture texture); [all...] |
WebGLRenderingContext.cpp | [all...] |
/external/chromium_org/third_party/mesa/src/docs/ |
MESA_texture_array.spec | 54 texture applied to it. If the transition is from beach sand to 55 grass to rocks to snow, the application will store each texture 56 in a different texture map, and dynamically select which two 63 involve using a separate texture unit for each texture map or using 3D 67 drawbacks of both previous methods. A new texture target, 73 same for all levels of detail. The texture then becomes an array of 74 2D textures. The per-fragment texel is selected by the R texture 89 uint texture, int level, int layer); 153 "<zoffset>" to include layers of an array texture. [all...] |
/external/mesa3d/docs/ |
MESA_texture_array.spec | 54 texture applied to it. If the transition is from beach sand to 55 grass to rocks to snow, the application will store each texture 56 in a different texture map, and dynamically select which two 63 involve using a separate texture unit for each texture map or using 3D 67 drawbacks of both previous methods. A new texture target, 73 same for all levels of detail. The texture then becomes an array of 74 2D textures. The per-fragment texel is selected by the R texture 89 uint texture, int level, int layer); 153 "<zoffset>" to include layers of an array texture. [all...] |
/external/chromium_org/third_party/mesa/src/chromium_gensrc/mesa/ |
lex.yy.c | [all...] |