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  /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)
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  /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
204 array_t texture[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::gl::array_machine_t
353 EGLTextureObject* texture; member in struct:android::gl::texture_unit_t
489 TEXTURE = 0x08,
497 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));
441 case GL_TEXTURE_COORD_ARRAY: a = &c->arrays.texture[tmu]; break;
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  /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");
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  /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.
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  /external/deqp/modules/egl/
teglGLES2SharingTests.cpp 75 TEXTURE,
1154 TestCaseGroup* texture = new TestCaseGroup(m_eglTestCtx, "texture", "Texture creation, destruction and rendering tests"); local
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  /external/opencv3/modules/core/src/
gl_core_3_1.hpp 373 TEXTURE = 0x1702,
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