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  /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
program_parse.tab.c 303 TEXTURE = 336,
411 #define TEXTURE 336
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  /sdk/emulator/opengl/host/libs/Translator/include/GLcommon/
objectNameManager.h 25 TEXTURE = 1,
  /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);
objectNameManager.cpp 138 case TEXTURE:
  /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
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];
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;
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  /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); }
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); }
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
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  /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...]

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